Desordre: A Puzzle Game Adventure cover
Desordre: A Puzzle Game Adventure screenshot
Genre: Indie

Desordre: A Puzzle Game Adventure

Version 1.3.12 Bypass for Path Tracing

Following your feedback, I've implemented a series of updates aimed at improving performance and broadening hardware support:

Path Tracing Bypass Feature: Acknowledging the variety of hardware configurations among our players, I've introduced a bypass option for Path Tracing. This allows GPUs other than the RTX 4000 series to utilize Path Tracing features. You can find this new option at the bottom of the graphical settings menu, making it accessible for everyone.

Selectable Upscaling in Path Tracing Mode: Accompanying the bypass feature, you now have the freedom to choose your preferred upscaler and upscaling mode when using Path Tracing, just like before. This update reinstates the ability to fine-tune the game's performance and visual output according to your specific hardware setup.

Version 1.3.11 : Enhancing Performance

Path Tracing mode is now only accessible on RTX 4000 series and above. This decision stems from the fact that this mode demands too much from any other cards lacking frame generation capabilities.

Importantly, activating Path Tracing mode now automatically enables Frame Generation and DLSS Performance for upscaling. This integration is the only viable method to efficiently run this mode, as operating without it is not feasible.

RTXDI has been removed from the options and is now exclusively integrated with Path Tracing mode.

The shadow selection option has been removed to prevent performance issues associated with using anything other than Virtual Shadow Maps.

Ultra settings for shadows and Lumen are optimized to be less resource-intensive.

Furthermore, I have eliminated certain options such as Lumen Trace and Lumen High Poly Trace, which were deemed unnecessary and could cause potential issues.

These adjustments are designed to enhance overall performance and ensure a more fluid gameplay experience. I value your feedback and am committed to making continuous improvements based on your input.

Introducing 'A Silent Desolation': My Next Post-Apocalyptic Adventure Game

I am thrilled to present my latest project, "A Silent Desolation," which is currently in the development phase. This new endeavor offers a glimpse into a unique gaming experience through a short gameplay video taken directly from the game, showcasing the immersive world and mechanics i'm building.

"A Silent Desolation" is an ambitious project set on Earth, centuries after humanity has left the planet. Created by a solo developer, the game plunges players into the enigma of a deserted world, now a silent testament to its former inhabitants. In this post-apocalyptic survival game, players are tasked with the monumental challenge of repairing an ancient space shuttle launch base to escape the forsaken Earth. As they navigate through this lonely landscape, they will need to craft, explore, and solve the mysteries of a world forgotten by time. This game is not just about survival but also about uncovering the stories and secrets of a once-thriving civilization now lost to the ages.

https://store.steampowered.com/app/2706400/A_Silent_Desolation/

Version 1.3.10

Fixed an issue where portals were deleted after retriggering an event for the second time, such as the automatic closing of a door. This particularly affected the introductory/tutorial section of the game but could potentially impact other areas as well.

Version 1.3.9.b

Fixed an issue that prevented the rebinding of the key for zoom.

Version 1.3.9 (Room 14)

Hello,

This version continues to enhance Room 14, building upon the improvements made in the previous update. This new update focuses on design enhancements and some technical adjustments.

The overall experience should be even better.

Version 1.3.8 (Room 14 Update)

Hello !

Great news about Room 14!

Your feedback has been incredibly valuable, and I've taken it to heart in this latest update.

Say goodbye to the confusing maze of false puzzle paths they're all gone inside room 14.
Now, the puzzle is more intuitive, focusing solely on the elements that matter for the solution.
Dive in and enjoy a smoother, more streamlined challenge!

Thank you !

Version 1.3.7 (Tip for key binding)

Hello everyone,

I want to address an important aspect regarding the game's control scheme. Initially, the game was designed with the intention of using the keyboard for movement and a mouse with side buttons for executing temporal changes and slowing down time. This setup was chosen to facilitate fluid and simultaneous actions such as moving, time manipulation, switching dimensions, and shooting portals, which might not be as intuitive with the default Q & E keys.

However, I realize that not every player has a mouse equipped with side buttons, making it challenging to implement this as a default control scheme. To accommodate this, in the latest update, version 1.3.7, I've included a "Tip" section in the "Controls" menu. This is to advise players to rebind the keys for time slowing and dimension shifting if their mouse supports it, as the game was initially envisioned to be played in this manner for an optimal experience.

I appreciate your understanding and feedback, which are crucial for continuously improving the game.

Thank you.

Version 1.3.6.b

Full project recompilation, message for opening the scanner too early in the game removed, and a few other bugs fixed.

Version 1.3.6

Players can now shoot a portal directly at their feet and then another at a different location, which will teleport them directly to that spot. Previously, nothing happened unless one re-entered the portal to trigger teleportation.

Adjustments have been made to the conditions when two portals are on the ground, allowing for more flexibility than before.

The character's capsule size has been redesigned to be thinner and shorter, enhancing the ability to perform certain jumps. In Room 1, there was an issue with trapping the cube in the second dimension; this has been resolved by adding an extra wall that allows for portal placement at ground level.

Additionally, the HUD now displays in the bottom left corner the key to highlight important elements within the level.