Dirge cover
Dirge screenshot
Genre: Shooter, Indie

Dirge

v1.5.3 - Rolling Syringe

Fixes



  • Changed syringe collison from cylinder to box so it doesn't roll around when dropped.

v1.5.2 - Disabling Lobby Announcer

Changes



  • Disabling discord lobby announcer as there are just too many lobbies and too many players! ːsteamhappyː

v1.5.1 - Tutorial Map Fix

Fixes



  • Fixed bug where Tutorial Map wasn't loading properly.

v1.5 - GPU Optimization

Gather 'round, brave Dirgelings, for a tale of terror and optimization that will chill you to your very code! Version 1.5 of our spine-tingling Dirge has clawed its way out of the depths, forged from the nightmares of our Discord denizens and the haunted whispers of Steam Discussions. With every keystroke, we've danced with the devil of GPU optimization, heeding your wails for salvation from the abyss of lag.

In this update, we've descended deeper into the darkness than ever before, armed with nothing but our wits and a few lines of code. Through the twisted labyrinth of lower-end systems, we've navigated with all the grace of a zombie in a dance-off, employing the arcane arts of Instanced Static Meshes and the eldritch sorcery of Nanite to wring out every last drop of FPS. Each frame gained is a triumph over the encroaching gloom, a glimmer of hope in a world shrouded in pixelated horror.

So sharpen your mice, fortify your graphics cards, and prepare to embark on a journey into the heart of darkness, where the only light is the flickering glow of optimization. Follow us on social media and brave the depths of Steam, where the nightmares of optimization await!

Optimizations



  • Converted all architecture, terrain, and décor for all maps into instanced static meshes where possible.
  • Split all architecture, terrain, and décor for all maps into sub levels.
  • Recalculated every lightmap resolution for every mesh.
  • Reduced the number of stationary lights in favor of explicitly static or movable where possible.
  • Built custom light BPs for certain situations to maximize visuals and minimize performance.
  • Converted common map elements into BPs where it made sense.
  • Removed negative scale meshes where possible.
  • Rebuilt all volumes that had modified scales in favor of custom geometry.
  • Added Lightmass Importance Volumes
  • Enabled Nanite on architecture, terrain, and décor meshes that were non uniform and over 5k polys.
  • Wakefield Traffic system now reuses actors instead of continually spawning them.
  • Wakefield Traffic system cars now have no child actors for performance.
  • Removed ActorPool's impact on lighting.
  • Added caching of attachment data information.


Additions



  • Added working light switches
  • Added option to show or hide the sidebars after using.
  • Wraith now auto exits sarcophagus when overage rest is full
  • Added more lighting in Quetico Caves and Quetico Lodge so it's easier to see.
  • Added Speedrun achievement for Wakefield.


Changes



  • Storage room lootable stillage are now fully randomized.
  • Refreshed contributors on the credits page.


Fixes



  • Fixed bug where cars would spawn with Christmas content outside of December.
  • Fixed bug where Twig Blights were "stealing" loot from Tenomes.
  • Fixed bug where holding drop with controller wouldn't show timer for dropping weapon
  • Weapon attachment timings should be smoother.


Version: 1.5
Build: branches/Dirge_v1.5-DirgeSteam-UE_5.3-Shipping-445-8819

v1.4 Bug Fixes

Ahoy, Dirgelings! Welcome to the spooktacular v1.4 update of our ghastly masterpiece, where we're diving deep into the shadows to exorcise those pesky bugs haunting our game. We've summoned a team of ghostbusters armed with code and caffeine to vanquish these digital demons once and for all!

First off, we've cast spells on GPUs, making sure they behave themselves. Oh, and for those cursed with potato PCs, fear not! We've made sure to highlight the shoddy GPUs in a devilish shade of red, so you know where the real horror lies.

But wait, there's more! We've embarked on a quest to fix everything from wonky progress bars to unruly animations. We've rewritten handhelds so many times, they're starting to feel like cursed artifacts. And don't even get us started on the cacophony of logging we've unleashed upon the code—enough to make even the bravest adventurer quiver in their boots.

So grab your torches, sharpen your crucifixes, and join us on this spine-chilling adventure through the dark depths of bug-fixing madness! And remember, if you spot any more glitches lurking in the shadows, don't hesitate to scream—I mean, reach out to us on Discord. Until next time, may your code be bug-free and your nightmares be fleeting. Stay spooky, Dirgelings!

Additions



  • Item usage / weapon changing animations completely reworked. You should no longer be able to equip and fire a banana. You should no longer eat a shotgun. You should no longer be able to fire a gun while it's equipped on your back!
  • New Italian Translations (Grazie Sofia Sybille!)


Changes



  • GPU quality calculations should be improved so that higher end GPUs are correctly detected and given higher settings, lower end GPUs are correctly detected and given lower settings.


Optimization



  • Converted common frequently used code from Blueprints to C++


Fixes



  • Fixed bug where some cave floors in Quetico were wood instead of dirt.
  • Corrected issue where some progress bars were not progressing.


Version: 1.4
Build: branches/Dirge_v1.4-DirgeSteam-UE_5.3-Shipping-443-8752

v1.3.2 Patch - GPU Detection

Bug Fix



  • People with OK GPUs were being detected as crappy GPUs. You still need an OK GPU to play Dirge. You can't play on your grandma's Windows XP laptop from 2001 and blame the game for "lacking optimization".

v1.3.1 Patch - Translations, Blights & Soundscapes

Bug Fixes



  • Added missing translations on some news entries.
  • Fixed weight painting on twig blights
  • Fixed bug where size of Hillview's Inside volume wasn't triggering the soundscape correctly.

v1.2 Controller Haptics

Hello everyone! Back with another update after going into General Release. Thank you everyone for your support and we're so happy to see the player community growing and more matches being played. If you haven't made it to our Discord now might be a good time to drop by and say hello to other players like yourself: https://discord.com/invite/78hzA3zFy6

We've spent a lot of time digesting the reviews both grateful for the positive ones, but also reflective of the negative ones. We are a team of just 3 people contributing part time towards this game, we're not hundreds of people with millions of backing from a AAA studio so we have to pick and choose what to work on carefully.

Putting aside the large number of trolls, negative nancys, or just the people who are perpetually negative with no constructive feedback I want to thank a few people who took the time to fully explain why they didn't like our game. This gave us something to work with and you'll see below we REALLY tried to fix what we can we went through every single one working on what we could. Example

As always, there will be continued updates in the future as well!

Additions



  • Controller force feedback / haptics added. Shooting and taking damage will shake your controller.
  • Character perks in the lobby are now more intuitive with ranges being percentages and items being images instead of a text list. Thanks Scoobie
  • The compass now has location indicators of your current task item location to help new players find things easier. Thanks Scoobie
  • Added Nambu gun icon.


Changes




Fixes



  • Graphics Auto Detect now properly applies the settings to match the best estimate of your CPU/GPU.
  • Graphics Auto Detect now runs the first time you play the game as some players don't know they can adjust graphics from the lowest setting. Thanks Anassiant
  • Fixed a bug where plural/singular text was not being shown right in localization. Thanks Astaritus! Another one
  • Fixed bug where character names were not displayed in some languages. Thanks katsupan.3939 𓆑 Thanks Astaritus!
  • Added more blockers around asylum pond for Wendigo swimming being able to see through. Thanks RagefulRiot
  • Fixed bug where mouse sensitivity sliders were not being applied properly. Thanks GWARslave119
  • Fixed Vince's coat being wrong color on lower LODs.


Known Bug - Still In Progress


We know there is still a bug in the visuals on holding weapons sometimes, it's been plaguing us for some time and we're still trying to get to the bottom of it. Hopefully we figure it out soon. The good news is you can still fire and reload as if you had the weapon, it's just visuals. Thanks Astaritus!

Version: 1.2
Build: branches/Dirge_v1.2-DirgeSteam-UE_5.3-Shipping-417-8597

v1.1.1 Patch - Japanese Character Names

Bug Fixes



  • Fixed issue where character names were not showing in Japanese.
  • キャラクター名が日本語で表示されない問題を修正しました。

v1.1 - Professional Chinese Translations

We've hired a native Chinese speaker to rewrite all of our Chinese translations! (Unlike this text!)
我们聘请了一位以中文为母语的人来重写我们所有的中文翻译! (与本文不同!)

Changes



  • Rewrote all Chinese translations thanks to qsefthuopq
  • 感谢 qsefthuopq 重写了所有中文翻译


Fixes



  • Fixed bug where AutoDetect would not properly apply & persist, thanks to Scoobie for reporting to us so we could fix it!
  • 修复了自动检测无法正确应用和持续的错误,感谢 Scoobie 向我们报告,以便我们可以修复它!


Version: 1.1
Build: branches/Dirge_v1.0-DirgeSteam-UE_5.3-Shipping-414-8548