Atrio: The Dark Wild cover
Atrio: The Dark Wild screenshot
Genre: Simulator, Strategy, Adventure, Indie

Atrio: The Dark Wild

Even More Langugages

Hey everyone,
We're excited to announce that we've added some new languages to atrio, along with some massive behind the scene changes!


Status update of languages



We've had some amazing volunteers help us out and have made a ton of progress on adding new languages.
Here are the highlights:
- All of Atrio is available in Turkish
- Translated the story for Russian and French
- Italian is in the works
- Brazilian Portuguese is in the works

We've started on Brazilian Portuguese and Italian, but haven't yet included them as they are incomplete.

A new settings menu


The team was looking at the Atrio code base and felt that despite the settings menu working properly, had a lot of shortcuts in the code that prevented us from making tweaks and changes at a pace that we want. We also felt that the old drop downs weren't controller friendly, and so after some extensive research, landed on the carousel!

The carousel design is both KBM and controller friendly, and is commonly used across the industry.
This won't impact the gameplay experience, but adds some more flexibility for us as devs in the future.


Battle Changes


We've received feedback that some of the defensive automation tools were too weak, so I took some time away from Atrio, and came back to do a brand new playthrough with fresh eyes. Since this is primarily an automation game, I felt that some changes would be appreciated.

Wall Healer Buff



We've now extended the duration that the Wall Healer runs on a single Blood Ingot from 10 s -> 20s.
This makes setting up an automation line to the Wall Healer less of a pain, and makes the battles a little more automation focused.

The Final Battle



The final battles are still very difficult, but with some very minor tweaks, it feels a little less mean.

A huge thanks to our translators!
Turkish- İlyas ZAN
Brazilian Portuguese- Everton "SirBaconJr" Barbosa
French-Yoween
French-Shiro (Endoflamey)
Dutch- Laurents Van Cauwenberghe
Russian -sqeky
Italian- Xeryan

-Stephen & The Isto Inc. Team

New languages!

Hey everyone!
Thanks to some amazing community volunteers, we've been able to add new languages to atrio!

Atrio's story, translated in german

Status update of languages:




Here is the overall status of all languages. The bulk of the localization is in the story, which requires the most skill and effort (and google translations are particularly terrible for story translations), so we opted to leave them out. However, with the addition of some amazing volunteers, we've been able to add a FULLY translated version of German and Ukranian. Hungarian has all UI except the story, and Turkish is coming soon!


UI Updates



Along with new languages, we've been refactoring a ton of internal systems to be cleaner and easier to work with. And although you, the end user, won't see any differences, it allows us to work quicker on future updates.

Performance


The one major benefit of these changes is a huge speedup to the crafting menu.
We had noticed that opening the crafting menu on slower machines (i.e. the original xbox one) was particularly slow, so we completely overhauled the internal workings of our crafting menu.

You can see the results on my computer (which is pretty beefy, but still illustrates the improvements)



New research changes


While overhauling our UI, I took the time to make some small QOL updates to the research menu.
You can now see all research item names, and a bar that shows research progress




Huge thanks to our translators!

German - Julian Vogel (Limo)
Ukrainian - Lacki23
Hungarian- Woxis
Turkish - İlyas ZAN (coming soon)

Want to help us translate?


If you'd like to see Atrio in your native language, join our discord!!

Speedrun Competition Results

Hey Everyone!
We've been pretty quiet on our side doing some much needed refactoring to our code to be less brittle, and more flexible for future changes. Although you won't notice anything in game, it makes our lives much better when working on the project!

Instead, I wanted to share our latest vlog! It was an absolute wild ride to have the community come together and..... break our game :)



-Stephen & The Isto Team

Hotfix - Split Toggling

Adding the ability to view cumulative splits vs individual splits.

Note
There is a very minor bug with the Speedrun toggle (we really wanted to get this out for the speedrun competition.)

If you run into issues trying to toggle between the two split modes:

  1. After you left click the "toggle key",
  2. Right click anywhere on the screen and your desired setting will stay.

The Speedrun Update

Hey Everyone,
If you've been following us on this journey, you'll know we made some promises to greatly improve the game. We're very excited to announce that this patch completes all of the promises we made (plus more)

Original Promise -> First update -> Second Update-> The Speedrun Update

There's lots more to come, but for now, we'd like to celebrate this major patch with a speedrun contest!

1. Speedrun Competition



That's right, we're having a speedrun competition!

$300 USD for first place!


1.1 Competition Rules



  1. Must be Recorded
  2. Any% Story Mode
  3. No Saving/Loading (i.e. must be a single, continuous run)
  4. No using the Cheat Menu
  5. Must be submitted to Speedrun.com
  6. Competition Ends: June 10, 2023, 12pm PST.

1.2 Speedrun timer


How could we hold a speedrun competition without a custom speedrun timer??

That's right, it automatically tracks your time.
But more importantly, if you hit pause, it pauses the timer so you can go for a pee break.
We spoke to several speedrunners and decided that "managing your bladder" shouldn't be a part of the run.
Very few games implement their own timer, so we wanted to utilize the advantages of having it build in.

1.3 The build mode calculator



If you join the discord, i've also created a build tree calculator that helps players figure out the cost of ingredients!
Please join our discord to talk strats and get any help or clarification. I can't wait to see what kind of crazy runs you come up with.

2. Better Bees




  • Bee boxes now let the player select which mushroom they want to re-seed.
  • Bee Boxes initially spawn bees faster
  • Fixed a major bug (get it, HA) where the bees sometimes wouldn't harvest mushrooms


3. Combat changes




  • Tornatoads do 50% less damage to supply pods
  • Tornatoads only attack the wall directly infront of them (instead of all walls)
  • Adjusted the stun turrets to do slightly more damage to tornatoads and bees


4. Trash can



We had lots of requests to let players get rid of extra items that are simply cluttering the space.

  • Destroys any items that can be easily mass-produced (e.g. Blood-Rock, Glowbulbs)
  • Does NOT let you destroy buildings, factories
  • Craftable by the player.


note: We had to be a little aggressive with items you couldn't destroy to prevent players from soft-locking themselves out of the game.

5. Other Quality of life changes



  • Lightbulbs show distance
  • Removed dodge from tutorial
  • Deer now run to the deer traps (instead of slowly walking)
  • Basic widescreen support
  • Added seeds to creative mode
  • Added a menu popup warning you that you'll be quitting
  • Adjusted the electric flower respawners to be more distinct and understandable to the player


6. Other Bugs



  • Fixed a bug where some players would get respawned outside of the "corrosive zone"
  • Fixed a bug where the iris station sometimes became unclickable
  • Fixed a bug where players were stuck trying to reach the research module
  • Fixed a bug where Items are sometimes stuck in the fuel depot





What's next?


The bug fixing journey continues! We still have a list of smaller bugs to fix that we've had to set aside while we focus on these major QOL updates. We're excited to refocus our efforts on some of the smaller bugs.

-Stephen & The Isto Team

Improving Atrio - Key Binding & Fast Travel

Hey everyone,
Stephen here. We're happy to release our second "improvement update" to Atrio! As compared to the last update, we took on some of the more complex/harder to implement, but we're happy to see it completed and ready for all of you.

Original Promise -> First update -> Second Update -> Third Update (upcoming)


Status report


We want to stay accountable for the features we promise to fix, so here's a status report of where we stand:

Gameplay improvements (100% complete)



  1. FIXED - The pickerpal RNG & the Fuel depot
  2. FIXED - Pushback splitters should be more useful
  3. FIXED - Tornatoads should wait if line is full (same with saptaps)
  4. FIXED - Key Rebinding (in settings)
  5. FIXED - Fast travel kind of sucks
  6. FIXED - pushbacks should be more readily available


Bug fixes (80% complete)



  1. FIXED - Plunger quest dialogue says you have purple batteries, but you don't actually have them
  2. FIXED - Electric flowers west of the station don't regenerate
  3. FIXED - Factories stop auto pulling items late into the game
  4. FIXED - Building an item (or leaving the backpack) under the Iris-Station deletes the Station 4 chip
  5. FIXED - Placing factories on top of core items breaks stuff
  6. FIXED - Players can die during the punk monk sequence, stopping them from unlocking the blue bar
  7. FIXED - Players dying on odd spots and their bodies aren't accessible
  8. FIXED - Deer factories are "vanishing"

  9. TODO - Bees not working as expected? (need investigating)
  10. TODO - Items are sometimes stuck in the fuel depot


Gameplay Improvements


1. Basic Key Rebinding



- Players can now remap keyboard/mouse
- Players can now remap their controller.

The key rebinding menu serves two purposes - It lets players change the controls, but also surfaces some of the controls that weren't previously apparent. You'll also notice that some of the controls are locked - these controls are woven into the game in such a way that they're very hard to untangle. We wanted to get a basic version out the door, so the controls are currently locked, but we hope to allow additional mappings in the future.

2. Fixing Fast Travel


Many players had valid criticisms of the Fast-Travel system, and I read all of them with hopes that I could come up with the best solution. Some people had amazing ideas, but would require HUGE reworks of our systems.

I ultimately found a solution that was relatively risk-free to implement (leveraging existing systems that work well) and faster to implement. Here's what I did to improve fast travel:


  1. Iron Chests & Iron Dispense Chests are now craftable,
    For those that are transporting items across rivers, being able to dump 100 items into a dispense chest seemed non-negotiable.
    You can unlock and craft them after you find Station 5.
    (Anyone who has a save file beyond Station 5 will automatically be able to craft them)
  2. The Entangled Chest.
    The Entangled Chest is a shared chest that points to the same inventory, no matter where you go.
    Like the Iron Chest, you first can find them while you progress in the story, and then later on in the game, they become craftable.



    Why not teleport with your items?
    Unfortunately, a big part of the story relies on this idea, so I couldn't get rid of that. However, we've found that later in the game, this is more convenient. You can have a shared inventory in multiple places anywhere in the world (place as many as your heart desires).
    This lets you fast travel, and have extra storage no matter where you go.

    There is a catch
    You can only hand place items in and out. Being able to pipe items in and out not only was immensely complicated, but could potentially break all of our game design of having to design systems to cross rivers. This felt like a good compromise.


3. Pushback Spawning


We've added more pushback spawners into the world (specifically in the "plains/ downtown" section). This way, if you want to max out your pushback splitters, head over to the downtown and capture to your hearts content.


4. Mini Deer Pooping


We had an original feature where mini deer would walk around and eat items off of your assembly line (thinking people might want to gate deer in, and springboard items in so they would become factories without capturing them), but no one did.
The mechanic was ultimately frustrating and served no purpose, so we've removed it.


5. Corrupt Saves


A small number of our users reporting save files going corrupt.

  1. Atrio cycles through three autosaves to increase the chances of you recovering your saves
  2. We've implemented a corruption detection system. When you save a game, we analyze your save data to make sure there are no "oddities" in the data. If they are, we prompt you and let you know.

There's a million reasons why a save file could be corrupt (some are out of our control, such as your disk being full, or the o/s having issues). But we've done our best to reduce the risk of losing a save file.


Bug Fixes



  • Players dying on odd spots and their bodies aren't accessible
  • Deer factories are "vanishing"
  • Widescreen support - Although widescreen support is planned for next month, I managed to sneak in some fixes for the worst-offender issues when in widescreen mode (most of the menus).
  • Fixed a minor typo in the story
  • Reduced number of stun turrets needed to upgrade heartbox in Freeplay
  • Fixed a bug where the lightbulbs weren't connecting properly


-------------------

Featured fan art: Forgotten_dev



If you'd like to draw something and be featured, make sure to join our discord

-------------------

What's next?


We still have two more big bugs to fix (see above), but this certainly isn't the end of our quality of life updates.

Upcoming fixes:


1. Change the Beeboxes to support mushroom selection
2. A way to delete stray/ unwanted items.
3. Take out the dodge in tutorial
4. Deer take too long to walk up to the trap
5. Some Electric petals aren't respawning properly in freeplay

Thank you to everyone playing and reporting bugs around Atrio,
-Stephen & The Isto Team.

I Got Covid

Hi Everyone,

I got Covid.


But I'm feeling better now!

Fig. 1 - A cartoon representation of how I felt being bedridden with covid

We've been quiet for a little longer than I wanted to and I'm here to give everyone an update on what's going on. We had plans to have a new update with some major fixes out last week.... but I got covid.

It knocked me down pretty hard (even with me being vaccinated). If you've had it, you know it can be no joke and I haven't had any energy to work since getting it. (also, things taste funny, which is hopefully temporary....)

The good news is that I'm on the mend! Today's been the first day I've had enough energy to really sit down and work (and write this post), so i'm excited to get back to Atrio.

What's next?


Luckily, the team was still able to progress without me, and the patch is coming together.
Key rebinding, fixes to the lightbulb connection system, changes to fast-travel, along with some other bug fixes are coming to you soon (ish).

I'll be spending today getting my bearings and hopefully you'll hear from us soon.


Thanks for your patience,
Stephen & The Isto Team.

Jan 27th - Hotfix 1.0.29

Patch notes for 1.0.29

  • Fixed an issue where extremely large factory setups would cause a buffer overflow error
  • Tree chompers now indicate when they are unpowered
  • Pushbacks and Tornatoads now respawn more reliably

Improving Atrio - Pickerpals & pushbacks

As promised in our last post, we've been hard at work to improve the gameplay experience


Gameplay Improvements


1. Pickerpals



  • Pickerpals have been updated to pick the plant closest to their base
  • Pickerpals walk 25% faster
  • Pickerpals range reduced from a 30x30m grid -> 20x20m grid
  • Based on our rough measurements, pickerpals collect 1.45x more items per minutre, and produce a more consistent output of items gathered (7 pickerpals gather ~31 bulbs/min)
  • Reduced the number of pickerpals in the early supply pods (since they work so much faster)

2. Dispense chest



  • Dispense chest outputs up to 32/min

3. Pushback splitters



  • When an assembly line is clogged, pushbacks switch to automatically pushing new items every second. When the line begins to move again, they switch back to pushing every second item.


4. Factories



  • We noticed some odd bugs where if you placed a factory, smelter, mini deer, electronics factory ontop of core items (like sap, glowbulbs, grav rock etc), the items would "plug up" the factory making it seem like the factories don't work.
  • Now, when you place them ontop of core items, the factory will spit them out
  • Fixed a bug where you could pipe items into the corners of the factory




Status report


We want to stay accountable for the features we promise to fix, so here's a status report of where we stand:

Gameplay improvements (50% complete)



  1. FIXED - The pickerpal RNG & the Fuel depot
  2. FIXED - Pushback splitters should be more useful
  3. FIXED - Tornatoads should wait if line is full (same with saptaps)

  4. IN PROGRESS - Key Rebinding (in settings)
  5. TODO - Fast travel kind of sucks
  6. TODO - pushbacks should be more readily available


Bug fixes (60% complete)



  1. FIXED - Plunger quest dialogue says you have purple batteries, but you don't actually have them
  2. FIXED - Electric flowers west of the station don't regenerate
  3. FIXED - Factories stop auto pulling items late into the game
  4. FIXED - Building an item (or leaving the backpack) under the Iris-Station deletes the Station 4 chip
  5. FIXED - Placing factories on top of core items breaks stuff
  6. FIXED - Players can die during the punk monk sequence, stopping them from unlocking the blue bar

  7. TODO - Items are sometimes stuck "inserted" into other objects
  8. TODO - Players dying on odd spots and their bodies aren't accessible
  9. TODO - Deer factories are "vanishing"
  10. TODO - Bees not working as expected? (need investigating)

Jan 18 - Hotfix 1.0.24

- Captured Tornatoads now only pull if the space in front of them is clear
- Fixed issue where the Automation System broke when handling larger production lines
- Fix for PickerPal Station showing wrong recipe sometimes
- Fixed issue with Station Chip getting lost to Factories under the Iris Station
- Fixed some inconsistencies with the story dialogue