Fixes throughout all levels for all locomotion modes
No longer possible to use "No Cursor" locomotion with "Step" step-style
Fixed credit scene crash in VR
Some QOL regression with Vive Wands were re-introduced for overall stability
Lowest VR Quality Setting will correctly show far-away assets
Other QOL adjustments and bug fixes
VR Known Issues:
Using "Cursor" locomotion has problems traveling through the door-threshold portals in two specific instances that are similar in setup. Bringing the cursor right at the edge of the portal will carry the player over
Bug that can occur during an act transition, if you take out the VR cursor just before the act transition begins, you won't be able to dismiss it until the transition is over but it will send you to the old location where the cursor was which will be an out of bound location
General Fixes:
Lighting fixes
Consolidated code to use asset bundles for better memory handling(unfortunately causes game size to increase substantially)
Players should no longer "spin" out of control when launching out Final Ramps in the desert levels (within reasonable framerates)
Other bug fixes, mostly rendering related
General Known Issues:
Trigger Warning text, if enabled, may render strangely in specific locations, but is otherwise legible
Anamorphine update notes, Feb. 21, 2022
VR Fixes:
Fixes throughout all levels for all locomotion modes
No longer possible to use "No Cursor" locomotion with "Step" step-style
Fixed credit scene crash in VR
Some QOL regression with Vive Wands were re-introduced for overall stability
Lowest VR Quality Setting will correctly show far-away assets
Other QOL adjustments and bug fixes
VR Known Issues:
Using "Cursor" locomotion has problems traveling through the door-threshold portals in two specific instances that are similar in setup. Bringing the cursor right at the edge of the portal will carry the player over
Bug that can occur during an act transition, if you take out the VR cursor just before the act transition begins, you won't be able to dismiss it until the transition is over but it will send you to the old location where the cursor was which will be an out of bound location
General Fixes:
Lighting fixes
Consolidated code to use asset bundles for better memory handling(unfortunately causes game size to increase substantially)
Players should no longer "spin" out of control when launching out Final Ramps in the desert levels (within reasonable framerates)
Other bug fixes, mostly rendering related
General Known Issues:
Trigger Warning text, if enabled, may render strangely in specific locations, but is otherwise legible
August 20 Patch for PC/VR
Hi! We heard your feedback after launch and have been working hard over the past three weeks to update Anamorphine, especially in VR. Vive is now working great, and Oculus and Vive controls have received an update. Here are some other notes about what we've fixed:
Here's what we've fixed and what we're working on:
Fixed bugs:
- All Menus now appear in Vive as they did with Oculus.
- VR can now be toggled if you're using the Vive
- Full support for VR motion controllers (cursor/no cusor, step/smooth) throughout game
- Fixed gamepad issues in VR
- Fixed a portal issue that caused double vision in VR
- Fixed issues where quick movements would cause out-of-sequence loads in both VR and Flat
- In-Game Trigger warning is rendered correctly.
Known Bugs in All modes:
- Exiting the game to the main menu leaves the game in a super laggy state
- No mouse support for in game menu
Known Bugs in VR mode:
- Toggling VR on and then back off with Oculus will crash the game
- Fastest and Fast quality modes have an LOD issue making the game unplayable
- Some portals and thresholds are difficult to travers in VR with a cursor
- When entering areas with distorted gravity, the VR cursor will have an offset orientation
- 1 of the VR captures does not fade quickly enough
- VR players can still move during loading
- VR Menu is stretched a little
- Mindscapes have a strange floor collider at the start location
- In VR when the player goes through a choice portal, they land *inside* the floor
- Credits can not be seen in VR
VR & PC Patch Out Now!
Hello folks!
It's taken a little longer than expected, but our big VR and PC patch is out now! Here's what we fixed, and a couple of things that we know about that will be fixed soon. If you run into more problems, please let us know here or at suppport@artifact5.com!
Fixed bugs:
- All Menus now appear in Vive as they did with Oculus.
- VR can now be toggled if you're using the Vive
- Full support for VR motion controllers (cursor/no cusor, step/smooth) throughout game
- Fixed gamepad issues in VR
- Fixed a portal issue that caused double vision in VR
- Fixed issues where quick movements would cause out-of-sequence loads in both VR and Flat
Known Bugs in All modes:
- Exiting the game to the main menu leaves the game in a laggy state
- Shader errors with Elena's bathwater
Known Bugs in VR mode:
- In-Game Trigger warning has a font rendering issue. Looks garbled. (this will be fixed promptly)
- Toggling VR on and then back off with Oculus will crash the game
- Fastest and Fast quality modes have an LOD issue making the game unplayable
- Some portals and thresholds are difficult to travers in VR with a cursor
- When entering areas with distorted gravity, the VR cursor will have an offset orientation
- One of the VR captures does not fade quickly enough
- VR players can still move during loading
- VR Menu is stretched a little
- Mindscapes have a strange floor collider at the start location
- In VR when the player goes through a choice portal, they land _inside_ the floor
- Credits can not be seen in VR
Anamorphine is out/VR and other bug notes
Hey folks! We went live at 9am EST today, July 31. We're so excited for you all to play Anamorphine! That said, we know there are a few issues with the game, mostly in VR. We'd like to let you know we're working on them, and our next two planned updates:
Patch 1 (now out, update your game to receive it):
- Main Menu bugs for VR
- When Switching on VR mode, game instantly crashes.
Patch 2:
- Once VR is enabled in the main menu, it can't be disabled without exiting the game
- If you quit from the game to the main menu in VR, you'll drop out of VR
- If you're playing in VR with motion controllers but no cursor, you'll have rotation issues. Turn the cursor on to avoid this.
- Vive has no UI outside of the main menu
- If you're playing in VR with a gamepad, locomotion will be more difficult than if you're playing with motion controllers
- If you're using VR with the gamepad, you get constant footstep noises
- Shader errors with Elena's bathwater
- In VR, a portal from the hospital to the apartment will cause double-vision (it goes away soon after)
Feel free to email us at support@artifact5.com to let us know about bugs you're experiencing, and so we can let you know when they get fixed!
Good gaming,
Sam
Anamorphine Launches July 31 for PC, VR and PS4
We are so excited to announce that Anamorphine and its Official Soundtrack will be coming out on July 31, supporting PC, HTC Vive*, Oculus Rift*, and PS4. You’ll be able to buy it on the PS4 store (heart it!), Steam (wishlist it!), the Humble Store, Green Man Gaming, and if you’re in South America, Nuuvem - it’s good to have options!
We’ve spent countless hours in Unity. Traveled across North America, Europe and the Middle East to show it at festivals. Been included in research projects! Basically, we’ve learned more than we could have possibly imagined. We can’t wait for you to play Anamorphine next week!
*The flat and VR versions of the game are one and the same, so if you buy them anywhere, you can play them with your Oculus or Vive. We might come to the Oculus store itself later. We’re planning our PSVR launch for later this year.
Anamorphine launch date coming soon/PAX East Indie MegaBooth
Hey folks!
About time we started using this Group! Here's a little about what we're up to:
Launch was postponed from January 16 to "Coming Soon" - and we'll be announcing a new date soon! There's not long to wait now, and we appreciate everyones' patience as we finish up the game.
We made it into the Indie Megabooth for PAX East! This is a dream, and will expose Anamorphine to more people in-person than ever before. You can visit us at booth #13081 from April 5-8, where our co-founders Ramy and Mo will be showing the game. Even better, you’ll be able to play on PC and in VR! You’re in for a great new experience.
As if April couldn’t get more exciting, we are also nominated for an A.MAZE award! Our fantastic Sound Designer & Composer Beatrix, who also worked on another A.MAZE-nominated project The Museum of Symmetry, will be attending to represent us in Berlin from April 25-29.
NewImages Festival, Paris, France: Our Co-founder & Producer Samantha will be speaking at this film/VR festival on April 5.
We'll be posting here more often, but you can also sign up for our newsletter for more general info about what Artifact 5 is up to: https://bit.ly/2GR7zqt
Let me know if you have any questions!
Best,
Samantha
Co-Founder & Producer