Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Adventure, Indie
Bleak Faith: Forsaken
Important Update
Hey everyone, today we are going to address some issues and provide some updates on Bleak Faith: Forsaken
Firstly we want to thank you all so much for the in-depth and critical feedback, we have lots to work on! While a small team, we are hard at work addressing bugs, issues, and improving the game. We have already released several hotfixes, and some major patches will be coming to improve your experience, including adding full controller support in the coming weeks.
Addressing the elephant in the room, it came to our attention that an accusation of stolen assets was made regarding some of the animations used in the game. As we have stated previously in our community discord, we have always been transparent about our use of purchasing some assets from the Epic Marketplace that are a good fit for the game. As a three-person studio, it has helped speed up development time to utilize the Epic Marketplace. Only about 10% of the game has been outsourced, including some animations ,VFX, and audio.
We purchased these assets from the Epic Marketplace in good faith and with the understanding that Epic, as they do with all their marketplace sellers, went through a vetting and review process before the assets are sold.
While we are not in a position to judge, we were not aware of any infringement given that the seller passed all their checks. However, we have reached out to Epic and escalated a ticket asking for an investigation and confirmation. In the meantime, because we want to try and do right by our players and other creators, we have already begun work on correcting the issue even if Epic doesn’t find a problem. We will, of course, update you as we know more.
As indie creators, we are distressed and hurt by the accusations, as our sole intention is to create an engaging action RPG. We hope that through our transparency in our community discord and our ongoing actions to improve the game, we have and will continue to show our dedication to our players and of course, our intent.
All the team and I really appreciate all the issues as well as the positive feedback you have all brought to us, and we hope that you continue to do so in order for us to keep making the game the best it can be. We know Bleak Faith: Forsaken will continue to improve and are committed to the game in the short and long term.
Thanks, and good luck in the Omnistructure!
Minor Patch Notes:
Changes: -Giants lose sight of player sooner. -Overall improvements to Giants movements. -Animation updates.
Fixes: -Giants no longer clip though walls as often. -Equip button on some controllers no longer recognized as double mouse input.
Minor Patch Notes:
Changes: -Increased the camera distance while climbing Giants for better visibility of the fight. -Increased the scale of health bar of Giant weak points. -Slightly lowered On Damage FXs of weak points for better visibility. -New animations for both light and heavy attacks of Claymores.
Fixes: -Red laser Giants no longer activate their teleportation if player is climbing them. -Character no longer enters diving animation in certain zones without water. -Items no longer disappear from inventory after crystals are embedded in them.
Patch Notes:
Our current priority is making character movement easier to handle as well as controller support and bug fixing some of the bigger issues. We will be doing a series of hotfixes over the course of the next few days, and then slowly transition into a weekly patch schedule.
Changes:
-Locked FPS to 90FPS maximum, 60 FPS default (and recommended). -Controllers default binding after reading feedback. (If you can't properly reset to default setting, try deleting C:\Users\USERNAME\AppData\Local\Forsaken\Saved\SaveGames\Settings\Gamepad.sav) -Giants no longer deal 100% of players health, instead deal set damage, which can be further mitigated by your armor. -Removed start animations from unarmed movement to reduce impulse on initial movement. -Redesigned the climbing section in the Monastery as it was causing issues. -Improved readability of some areas in the Monastery with slight changes to map layout. -Other smaller changes.
Fixes:
-Fixed enemies spawning inside of props. -New game accepting "None" as autosave name causing issue with saving and loading. -Players being able to aggro boss outside of his arena. -Torch being displayed as weapon. -Tips panel in settings displaying wrong tip for certain keybinds.
Regarding Controllers and Steam Input
We hear your feedback and are working hard to fix as much as we can.
After tweaking controller settings we found that Steam Input "Gamepad with Camera Control" works the best.
We made this setting to be the default one. If you have disabled Steam Input please select "Use default settings". (Steam restart might be required.)
This option also requires you to disable "Raw Input" inside of the game.
We will be posting a new patch later today that address some of the common issues players had.
Welcome to the Omnistructure + Controller Support, Updates
Hello, everyone! We’re excited to finally welcome you to Bleak Faith: Forsaken.
After four long years of development, emotions are running high. From all of the games to choose from, we cannot thank you enough for taking the time to play ours today. As a three person indie studio, it sincerely means the world. Despite today marking the official launch, we want to assure everyone that we will continue listening to all feedback and frequently update the game to deliver the best action RPG experience possible.
As you begin your journey through the Omnistructure, we recommend playing with mouse and keyboard. The keybindings are fully customizable through the in-depth settings, and can be catered to all preferences. We know many players prefer to play with a controller, and we will continue improving the controller experience in the days to come.
Bleak Faith: Forsaken is a different approach to the traditional action RPG you may be used to. Focus on positioning and timing of your attacks, and explore the Omnistructure with great care. We will continue to balance the combat system further, as well as the hand-crafted world as a whole. We recommend following us on Twitter and joining our Discord server to be the first to know when new patches are available.
Thank you once again! We look forward to hearing all of your continued thoughts and feedback.
Touching Base
Hey guys,
No hard release date yet! We have some great news, and some neutral news though.
Great News:
1. We are very likely going to be releasing multi-platform all at once (current and next gen ideally). This is a huge undertaking for us, and the extra time in the meantime allowed us to kind of think about that while raising the bar further.
Neutral News:
1. The release date is tentative, but going to be this year for sure. So we will just update things to be set for 2022.
2. We are starting the next stage of QA testing, we are testing the entirety of all the game mechanics as they have been overhauled over time. We've tested similarly before, but this now comes as a culmination to a few cycles of overhauling and making drastic gameplay changes. It would have been easy to release something in the ballpark of where we were about half a year ago, but we also knew that we could simmer with our ideas a little longer and reduce them to something more narrow but more unique as a result. It was a very good cycle of removing extras and things we really didn't deem necessary, while doubling down on features that made Bleak Faith the very ambitious project for (now the 3 of us :3 ) our tiny team.
We are eternally grateful for the passionate following and support from all of you.
Minor Patch
Changes:
Removed Healing Beacon, replaced with Cryo Dash.
Removed Shatter, replaced with Frost Guillotine.
Reduced Freezing Lifeline cooldown to 20 seconds.
Buffed Freezing Lifeline heal to 15% per absorbed tick.
Removed double movement for dodge. Dodge is now single key input. (default Space)
Moved Roll to double key input. (default Space)
Attack will no longer interrupt dodge/roll but instead it will be queued to be performed as soon as character dodge/roll animation assumes good footing.
Running opener attack now guaranteed on sprint.
Increased scale of Silicon Visage by 15%.
Silicon Visage critical chance reduced to 0%.
Reduced tail swipe attack by 50%. Instead will perform dodge as reposition.
Frost Edict now applies two debuffs instead of one.
Replaced medium flux injectors to strong flux injectors.
Increased Ionization Fluid from 2 to 4.
Silicon Visage no longer charges if player is under stun debuff.
Minor improvements to Silicon Visage melee attacks.
Better block animations on Silicon Visage tail attacks.
Halved Baby Silicons damage.
Increased duration between Baby Silicons dive.
Increased aggressiveness of Baby Silicons.
Added blue overlay over abilities that can't be used due to lack of Flux.
Added numerical value of remaining ability cooldowns.
Increased visibility of ability icons upon cooldowns.
Added description of abilities and items to quickwheel.
Raised lock-on on Silicon Visage.
Added hit reactions to Baby Silicons.
FOV slider values tweaked. (60-80)
Resolution Scale slider values tweaked. (0.0-1.5)
Added ability videos on character select.
Added splash screen containing usable controls.
Fixes:
Fixed hit reactions on Silicon Visage.
Fixed hit detection on Silicon Visage wings and tail.
Fixed staying in ragdoll if Silicon Visage died during tail swipe.
Fixed Silicon Visage getting stuck on bridge.
Fixed Silicon Visage jumping in air mid player attacks on low fps.
Fixed "teleporting" of Silicon Visage after certain attacks.
Fixed some settings not registering.
Baby Visage optimization. >FPS Improvement.
Removed intro song being played at start.
Fixed breathing sounds being heard during loading screen.
Removed "Caution" VFX from player heavy attacks.
Fixed falling under floor if Silicon Visage sends you flying with tail. (Needs more testing just in case, can no longer reproduce.)
Fixed certain sounds not being connected to settings audio levels.
Automatic Show/Hide HUD now works properly.
Greatly reduced choppiness of sound on phase transitions.
Can no longer lock-on dead enemies.
Lock-on reticule now properly gets removed on enemy/player death.
Silicon Visage no longer blinds the player on death.
Baby Silicons no longer clip through ground on death.
Silicon Visage no longer hits self with laser.
Fixed some missing sounds on Baby Silicons.
Silicon Visage no longer stomp on baby silicons.
Silicon Visage now properly heals self if any baby silicons are left alive after phase shift.
Silicon Visage no longer drops aggro after phase shift if player is to far away.
Fixed Camera distance setting not working post patch 3358926.
Visuals:
New ability icons.
New debuff icons.
Removed Composure bar.
New stat bars visuals.
Boss HP HUD overhaul.
New Combo icons.
Added debuff remaining time visuals.
Ability cooldown visuals reversed.
Minor Patch
Patch Description:
Just updating current build in order to test new changes and mechanics. Several more minor patches planned for upcoming weeks. Current experience is subpar compared to what we plan to push within following two weeks.
Patch Notes:
Shortened demo vertical slice to include Silicon Visage area only.
Locked to single class: Cryopaladin
Minor adjustments and tweaks to balance and boss visuals.