Dissolution cover
Dissolution screenshot
Genre: Role-playing (RPG), Strategy, Adventure

Dissolution

Build 0.0.6.9 Is Uploading!

Hello everyone, I've got the latest and greatest patch for ya'll! We've tried to address some of the biggest issues plaguing players. Our plan is to spend another week or two ironing out kinks as best we can, then we're gonna move on to developing a PVE mode that can be played solo or with a small group. This is to help get people into some action even with our currently small playerbase. Check out the changelog below!

-Fixed a bug where if you entered a booth in the shooting range you wouldn't be able to discharge weapons until you exited and rejoined the game.

-Added a much requested and needed feature, you can now change your team in the respawn menu.

-Improved the autobalance system to a new case-by-case basis that should ensure that teams stay more fairly balanced and prevent situations of 2 v 0 happening again.

-Attempted fixing a bug where players would sometimes join a game, then be booted back to the main menu before they could even spawn.

-Bringing the main menu up when you were at the spawn screen used to leave you stuck and unable to interace with the spawn screen, this is now fixed.

-Removed the ability to jump and aim down the sights at the same time, this should reduce some of the Unreal Tournament style combat tactics.

-Enabled developer mode for the build so that players can see debug messages and FPS counter, play LAN, etc.

-Slightly reduce the VEC-45 fire rate and damage by about 8%

-Fixed several areas in the map where you could see through into space.

-Allowed players to go into the shooting range but made it so you can actually get out of the shooting lanes now.

Build 0.0.6.8 Is Live!

Hello everyone and merry Christmas!

The latest build is uploaded now. This one has a ton of big fixes and took us several days to get right. Let us know how you find the fixes. Here is the full change log:

-Redid the entire spawn system. The spawn points are now much more spread out, instead of clustered by the capture point. More importantly, when you die, a menu appears allowing you to select your spawn location. The menu also indicates if an area is hot, which means spawning in you have a high risk of spawn killing.

-Fixed a bug where moving items in your inventory didn't really work. It would only move the icon.

-The player list screen should now be a lot less glitchy and should work much better.

-I tried to fix the autobalancing system, hopefully we shouldn't see anymore cases of 3 players on one team and 0 on the other.

-Removed autoshields for now (RIP Colexiel). I want to see how this works, and check out the effect on gameplay. May or may not be temporary.

-Made the UI popup/disappear SFX 40% quieter, I found them a bit loud.

-Fixed a bug where using a medkit with less than 3 in the stack would just remove your entire stack.

-Attempted to fix the bug where you could spam right click and offset your first person gun position.

-Tried to fix a bug where you'd join the game and then be instantly kicked back to the main menu sometimes.

-Increased the Type 77 damage by 10% to try to make it more useful.

-The capture point holograms no longer block bullets.

-Recapturing a point no longer increments your team score.

-Fixed several areas in the map where you could see into space, through the floor, etc.

-Added an airlock control panel to the outside area for the left side airlock.

-Most impact SFX have been reduced in volume by about 40%.

-Improved the cool down speed of all laser weapons significantly, hopefully this makes them more useful.

-Increased the damage of the Origin sniper by 30%.

Build 0.0.6.5 Is Uploaded

Hello everyone,

My apologies for not posting news reports about the last couple patches, I was just so busy I forgot. Anyhow, the latest and greatest build is here, and while I may only have written down half the things I changed, it's still a decently long list. Check it out below!

-Tweaked the map layout.

-Attempted a fix for zombie players again, lemme know if this one does it.

-Bloody bullet hole decals are now removed from you when you respawn.

-Reduced spawn time by 5 seconds.

-Removed the "drawing your weapon animation" on respawn, to help with spawncamping issues.

-Added in a TK penalty system that adds 15 seconds to your spawn time for each team kill.

-Tried to make it harder to depressurize the whole station, hopefully the airlocks work better now.

-Added a text chat warning that lets players know they're attacking a friendly player.

-The end game functionality should now work (mostly) properly, except that it will boot all players from the game when it resets the map. The plus side is you shouldn't have to start a new lobby every time.

-Added a score board in that you can access by holding F1. Currently the score system doesn't work, but you can at least see what the current teams are like.

-Fixed a bug where you can spam the zoom key and zoom in as much as you want.

-Reduced environmental reflections a lot, I think they were too intense

-Doubled the mag sized of the Scorpion from 10 to 20 and decreased recoil by 40% to try and make it more useful.

Cheers!

Build 0.0.6.0 Is Live!

Build 0.0.0.6 is now live! This includes a complete overhaul of the base game mode. Now the default game mode is Raid, a mode where players have to capture command points and get kills on enemy players to win the game. I also put the players straight into the action to try to alleviate some of the concerns people were having about the game. I'm sure there will be tons of new errors and some of the old ones cropping up, so keep those good bug reports coming! Here is the full change list:

-Fixed a bug where sending a blank message in the text chat could cause you to be unable to pick up items

-Attempted a fix for the third person bug where you could see your first person arms if you spammed the change camera button.

-I tried to make the origin less useless by increasing it's DPS by 30% and reducing the scope magnification levels to a more CQB level. However, the ammo consumption is nearly double.

-Increased the damage of the MAR-4 by 10%.

-The Defender shotgun has had the spread increased by 30%, and damage decreased 20% to help nerf it a bit.

-Med Kits are now stackable up to 5 per slot

-Added more medkits and ammo to the level item spawns.

Patch 0.0.5.8 Is Uploaded

Hello All!

A new build has been uploaded, this addresses a few big issues as detailed below:

-The shuffling zombie players left behind in the hospital should hopefully be removed. Let me know if you still keep seeing them.
-There should be a fix to reduce instances of items glitching into walls and destroying eardrums with their sounds.
-Rebalanced all the laser weapons. They now have much less firing delay and much higher heat tolerances.
-Rebalanced several ballistic weapons. The MAR-4 now has slightly higher damage and less spread, the 1911 has better accuracy, the Type 77 has been nerfed to do 15% less damage and the scope has been zoomed out a lot to make it more useful in CQB, and the Defender shotgun has a much tighter spread and slightly higher damage.
-Fixed a few errors in the map.
-Started laying the groundwork for an all-new game mode that should get players into the action quickly in a Conquest-style team-based game mode.
-Various other bugs have been addressed but I forget them.

Thanks for all your patience (from some people, anyhow), and cheers for all the bug reports, help, and kind words!

Patch 0.0.5.7 Going Live Soon!

Hello everyone,

What a hectic first 24 hours. We learned a lot about releasing a multiplayer game, that's for sure, haha. In the next hour or so, the servers will go offline and a new build will need to be downloaded. This build addresses many big issues, and we'll also be upgrading the server to one with nearly twice the power, so hopefully people see less latency issues and characters teleporting. Here is a list of most of the changes:

-Removed Steam VR plugin for now.
-Added player nametags above characters heads when you get close and aren't in combat.
-Added player names to the Competitor list in the combat area.
-Added a special color to developer messages and nametags so we stand out.
-Changed the item spawn system so it won't spawn piles of loot if no one picks it up.
-Fixed a bug where the round would end randomly sometime well before the 3 minute time limit.
-Players can no longer come and kill you in your shooting booth at the range, only one player can fire at a time in a booth.
-Tweaked some areas in the map that allowed players to shoot through the glass at players in non-combat areas.

Thanks for your patience and to those who've taken the time to produce well-written reports of issues. Have fun out there, and I'll see you in the fight room!

Second Patch Is Going Up!

There is a new version going live now, this addresses many glaring issues such as:

-Adding a round time limit of 3 minutes
-Increasing the amount of players allowed into the fight at once
-Putting in force fields at the range to stop players killing each other
-Tried to fix the stupid infinite laser glitch again
-Dropping a suit of armor turns you into the default mannequin
-Reduced the volume of the beloved jump grunt
-Reduced the volume and travel distance of the gong hit SFX
-Added more spawn points at the hospital to reduce the amount of people getting stuck on spawn.
-Hopefully fixed getting stuck in third person, and also a glitch where the camera in TP mode would start moving in a different direction from the player.

And a few more things I forgot to mention. The EU and Asia servers are still down, so please stick to the US servers for today. Thanks everyone for your patience and overwhelming feedback on day one!

First Update Is Live

Well, this is probably the world's quickest patch, but here it goes. I've tried to fix two major issues, the lasers that stay around forever and murder framerates, and the doors that you can phase through. Hopefully this fixes some issues.

Also of note, I tried downsizing our server to a less powerful option, because we're going broke and can't afford expensive servers right now, haha. If the latency is too bad, we'll move it back up.

One final note, the EU and Asia servers now redirect to the US servers for now, since I didn't have time to update them this patch, but they'll be back to regular soon. Apologies to all EU and Asia players if the latency is too much, let me know.

The Dissolution Pre-Alpha is now LIVE!

We're proud to announce that our Pre-Alpha build is LIVE!

As it is still an early access game, you will experience, bugs, glitches, and a lack of content at this current stage. We will be constantly updating the game with additional content, features and bug fixes in the coming weeks.

Currently, we don't have an account system associated with the project, so you can enter whatever you like into the username and password fields.

As as Pre-Alpha player, your bug reports, feedback, and suggestions are critical to our games development. If you experience any issues, please head to our steam page or our discord channel: https://discord.gg/NBuzgar

To thank you for your contributions, we will also be giving away prizes on our social media! Make sure you join our community for the latest updates!

Instagram: https://www.instagram.com/dissolutiongame/
Facebook: https://www.facebook.com/dissolutiongame/
Twitter: https://twitter.com/DissolutionGame?lang=en
Youtube: https://www.youtube.com/channel/UCqRdaEGcITscCly5vS5BomQ

Thank you for your patience and support!

We've Been Approved!

Hello everyone,

Thank you for your patience while we get this all sorted out. We're just a small studio in a garage and this is our first time doing this, so we're bound to make mistakes, haha.

The good news is that we've been approved by Valve for release on Steam! After about two weeks of back and forth, we're set. Who knew it was so hard to get on Steam these days!

The bad news is that we still have to set up the servers with the latest build, as well as put that last coat of polish. As polished as an alpha gets anyhow! I was made aware that the "Play" button was visible briefly on our page, this issue has since been fixed, and I apologize for anyone who was mislead by it. Our actual release date will be December 13, at 6:00pm Pacific time!

One last thing, as an incentive to join our development community, we will be offering collectible pre-alpha, limited edition items to everyone who can reach level 10 on our discord server! Please click this link to join: https://discord.gg/NBuzgar

We will also be giving away prizes on our social media so make sure you follow for the latest updates!

Instagram: https://www.instagram.com/dissolutiongame/
Facebook: https://www.facebook.com/dissolutiongame/
Twitter: https://twitter.com/DissolutionGame?lang=en
Youtube: https://www.youtube.com/channel/UCqRdaEGcITscCly5vS5BomQ

Thank you for supporting us, and double thank you for your patience!