Corpus Edax cover
Corpus Edax screenshot
Genre: -

Corpus Edax

Fixed mouse not work/settings being reset

Fixed the issue of the mouse not working due to the mouse sensitivity being reset to 0, causing the 'looking at lights' section when you start the game to not work properly.
The settings will no longer get randomly reset either.

I don't know what was causing this, the person responsible for the Save plug-in was not very helpful. I'm now saving settings in a different way that doesn't involve that plug-in. so hopefully there won't be these issues.

Fixed Skills and AGNIS points not being reward after loading

Previously if you received the rewards for completing the objective and then died or loaded the game prior to that, if you completed the objective again the rewards would not be given out - this has been fixed

Changed the wording on Memory makers since it can be confusing (they're not save machines, you can save with F5)

Made a typo yesterday and broke Night club level, it's fixed now

Made a typo yesterday which caused the rest of the logic to not run during the Nigh Club level and subsequently broke the quest when you returned to Jacquie too, it's fixed now!

Main Menu is fixed

Main menu will no longer show the list of levels

*Note to self, do not update the game at 5am during one of the most stressful days of my life ːzombiethumbsupː

Fixed soft lock with elevators doors

- Fixed loading a save that would cause the doors to change their type from Elevator to "Open", which caused the Elevator button to not recognize the door.
- Fixed inventory not dropping the item if you had more than 5 and selected 1 or 2 quantity.
- Fixed being able to quicksave/load while lockpicking or on a computer.

Small fix for Save menu

Save menu should no longer stay on screen after loading a save!

Releasing 8PM/20:00BST!!

Just to announce that I forgot to set the correct hours for the release, it's releasing today at 8PM/20:00 BST!
That's GMT+1 or British Summer Time

THANK YOUUUUUUUUU

Release date trailer! - Delayed date!

UPDATE 27/08:


Had to delay the game 1 week to the 5th of September, next week's Thursday.
I've been testing the game and there has been quite a few bugs showing up, one in particular is an inventory bug that wasn't present in the demo nor when I tested stuff in-engine. This one is crucial to fixing, so I will have to fix + test all of the fixes.

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Hey everyone!

Extremely happy to announce that CORPUS EDAX is coming out on Steam on the 28th of August, 2024!



I made a Release Date trailer to show off more of the gameplay and glimpses of previously unseen levels as well.
The game will feature 12 handcrafted levels, each with multiple ways to play through combined with the narrative choices that you make will hopefully make for a pretty personalized playthrough!

Thank you

There is now a separate demo store page!

Hey everyone,

Steam now allows for demos to have their own store page, so CORPUS EDAX demo can be reviewed and also affected by the 'algorithm', positive reviews bump it up to more eyes!

If you've recently played through the demo and enjoyed it, consider leaving a review! I'm also kinda curious to know if it actually makes any difference visibility wise ːzombiethumbsupː

Thank you

PS: I also update the demo with a revamped apartment level, to improve the pacing of the game a little bit. The new look is visible in this update's cover image.

Demo Update 2

Changes



  • Remade tutorial level to include some more gameplay details.
  • Added various new SFX to interactable objects and ambient objects.
  • Added new music track to Derelict Hotel level.
  • Added NPC markers to the Compass UI.
  • Added an indicator to the UI for NPCs that are off-screen and alerted/suspicious.
  • Added an indicator to the UI for a clearer sign on what is and isn't a restricted/hostile area.
  • Fatigue bar will now pulsate when above 75%.
  • Made CorpID logs (text pop-ups on the left side of screen) slightly bigger and more logs are colored. Many players are missing information that shows up here.
  • Small color palette change to menus.
  • Added new Bench Vise weapon to Derelict Hotel level.
  • Added 2 weapons - 2-Piece Toaster and 4-Piece Toaster, both found in the Derelict Hotel level.
  • Slight hand IK adjustments to 2-handed blunt weapons.
  • Slight adjustment to space out the save system between frames. Instead of trying to save a lot of information in 1 frame - resulting in the game freezing for a second - I spaced it out over 4 frames, resulting in a small stutter as it saves but at least it won't look like the game crashed/about to crash. I can change this back if needed.


Bug Fixes



  • Fixed some issues with the Player character stats not being properly set when saving/loading.
    Stats should now properly save and set when loading different saves with different characters. e.g. if you had a character that was Male on your Quicksave but a Female character on your Autosave, both saves will correctly represent the respective Player character.
  • Fixed crouch speed not setting properly when loading a save where the player character was crouching.
  • Fixed some Keypads not working properly.
  • Fixed some issues with the Pocket system and made it work with the save system; everything should now save and load properly, including the currently equipped weapon.
  • Fixed an Intuition skill check with the Skulls leader.
  • Fixed a bug where the Player character couldn't move if an NPC opened a door as the player character was lockpicking it.
  • Fixed a water puddle in the Mass Abode building not rendering correctly.
  • Fixed an issue where lower frame rates could cause the lockpick pointer to behave erratically at the smallest mouse movements. This in turn I think made it much easier to lockpick, so I'll be updating this in the future depending on player feedback.
  • Fixed an issue where talking when/while resting and starting a dialogue would make the player character unable to move.
  • Fixed an issue where pressing the walk button while resting would make the player character slide around the floor.
  • Fixed an issue where starting a dialogue with slow walk speed and then ending the dialogue would cause the player character to move at the normal speed while playing the slow walk animation.
  • Fixed some unintended behaviour during Jackson's dialogue sequence
  • Fixed some sounds that weren't properly routed through volume channels, meaning pausing the game or changing the volume wouldn't affect these sounds.
  • Fixed some desynchronization between the NPC's physics puppet rig and Navmesh pathfinding when jumping over obstacles or holes,


I've updated the demo 28 times but I'll just keep track of the bigger, more substantial updates like the previous one and this one - demo update 2. It will be the last big one before the game releases!

Thanks for the support