The main QA sweeps have been completed and we're now working through a list of minor fixes that together will improve the stability and performance of the whole game.
Week 46
It was fun to finally launch the trading cards last week as well as a big patch. There are a few new fixes and tweaks that you've asked for so we're jumping on those this week, along with QA compliance alterations and optimisations.
Trading Cards are now available
Trading Cards are now available for Bedlam. The set features 6 cards, 5 backgrounds, and 6 emoticons. We hope you enjoy them. Thank you for your continued support.
Update
Build: v0.9.8.5.5383
Added language selection dropdown in Audio options
Fixed a number of issues with saving and reloading on Guano Attack
Fixed inconsistent behaviour when using Escape and back menu buttons interchangeably
Using held physics objects to jump artificially high should now be considerably harder
Added loading indicator to developer splash screen
Improved layout on gamepad menu
Optimised NPC clean-up on floor transitions in The Citadel
Fixed some physics objects being on the wrong scenery layer, resulting in them falling out of the world
Fixed a bug where player would fall out of the world after reloading in Boulevard de Burnistoun
Fixed several issues with player object transition out of Rescue Run, into The Citadel
Saves are now properly disabled during the intro of Alive1
Improved accuracy of saves in Alive1, after the jammer has been disabled
Ice barrier in Calastria Lower Village can now be destroyed with a fire sword swing, as well as fireball
Prevented checkpoints triggering during game loading
Fixed hologram FX in Planetfire Ascension
Improved perimeter colliders on Alive1
Improved screen positioning of most options menus
Fixed missing terrain in Circling the Drain
Fixed some broken colliders in Yes, We're Going There
Fixed various missing/incomplete localisations
Fixed Rescue Run score not being reset correctly
Fixed a visual issue with Gralak head-jar enemies upon death
Removed unlocalised text instructions in Glitch email snippets
Improved scenery in Out of the Frying Pan, Into the Planetfire
Fixed missing texture on jump-pad particles
Week 45
And the QA continues!
However we've already addressed most of the issues discovered and will patch this week as soon as possible :)
Week 44
50 shades of QA this week, and for the next couple after that. So we're knee deep in compliance testing and fixes.
Ideally there will also be a new patch this week containing adjustments and improvements from your feedback :)
Week 43
We're aiming for another patch this week to address the great feedback you've been sending in about the finale as well as other gameplay tweaks and suggestions.
Week 42
All of your feedback is going into the next patches to fix bugs and improve gameplay as we head towards version 1.0 :)
Update
Build: v0.9.8.5227
Made changes to Gortoss salute encounter (in hope of fixing crash bug)
Added new dialogue audio for character Sarge
Added new dialogue audio for Solderburn intro sequence
Added Apply button to audio and gameplay options menus
Achievement 'GG' should now be obtainable for completing the game
Split "Place du BJ" into two distinct areas for optimisation purposes
Added icon to pause menu to indicate areas where the player cannot save
Fixed missing thumbnail for The Citadel in Chapter Select
Fixed a bug where Rescue Run score would not reset
Fixed some broken bindings in gamepad presets
Debug info is now off by default (can be reactivated via the console)
Rebaked Citadel navmesh
Various fixes to missing localised texts
Various Death or Glory visual tweaks and optimisations
Week 41
More patching to come as we integrate the new languages into the game. Thank you for your continued bug reports and suggestions :)