Fade to Silence cover
Fade to Silence screenshot
PC PS4 XONE Steam Gog
Genre: Role-playing (RPG), Adventure

Fade to Silence

Crafting and Medic hut issue!

The current patch we have just released should fix the issue with the crashes when interacting with the Medicin and Crafting hut.

The issues were as follows -

The game is crashing upon selecting Hunting Arrows and assigning them to the crafting queue.


The game is crashing upon selecting the crafting table from this building: accessing crafting queue from the medicine hut


This is now sorted and taken care of.


Quick Hotfix!

The 125mb patch you just received contained the following.

<*>Co-op: If both characters die due to a tornado, neither player is able to revive one another and the resurrection sequence doesn’t finish properly.

HUNGER UPDATE LIVE! Including CO-OP!



New Features



Two player multiplayer co-op
You asked. We considered. We delivered. The Hunger update includes the first pass of our multiplayer feature in Fade To Silence. This first pass is not the final implementation. We can’t stress that enough. And we know that this feature still needs some work. Our aim is to test the co-op gameplay, session stability, and performance of the network connection, and impact on system performance besides other issues or edge-cases. It also gives us time and insights which we can use to further balance the game.

Our humble request for this: You would help us A LOT if you would to turn on our telemetry tool in the Options menu. It won’t send any personal data, we are NOT interested in your installed software or your system specs or even your player ID. Our data collecting tool only records your play session: Where you went, what you gathered, where you killed monsters and which, and where you died. It also tells us if and when your game crashed.

To start Co-op, you need to have at least 1 follower already recruited in your refuge as your friend will join and pick one of your followers to possess during his or her visit to your world. We will incrementally implement features that will make sure the guest player is also properly incentivized to join your adventure, using mechanics like persistent shard pick ups, and others like each follower having different stats. Right now, if you as the host player craft a non-consumable item, such as the Scrap Sword, you will automatically craft two, one for you and one for your friend. If, as the host, one of your followers crafts a non-consumable item via a crafting station, your follower will put two of that item in your refuge stash.

Unlike your followers, your co-op partner is able to revive you on the spot you died for a cost on his or her deprivation, allowing you to progress further as a team in your world.

The two players are leashed to one another as well. If one player strays far from the other, they will be teleported next to each other following a warning.

You can start a Co-op session using the Expedition menu

Nightly Raids

You may have asked yourself why you should beef up your defenses in your camp. Although your camp was under attack occasionally, it was nothing to really worry about. You could deflect those attacks alone if need be.

Well… that changes now. With the Hunger update, we improve the Nightly Raids. Think hordes of Rippers and Spitters approaching your palisade walls in the late game. Of course, the raids start light weight, but gradually the monsters will increase in numbers, and eventually they will be tearing down the wood piece by piece, screeching and howling.

If you haven’t done so in the past, now is the time to invest in Spitter Mortars and Ballistae.

The monsters will have won by destroying your crystal, but thankfully with the supernatural powers imbued within, the crystal will send out pulsing waves that will damage the monsters as well.

Crafting Queue

Your feedback paved the way to a great feature: We implemented a crafting queue to streamline follower management and crafting in the camp. Now your followers will work on the crafting queue you define, take automatic rests and keep on working without you holding their hands – you can now set up a crafting queue, and explore the wilderness while your followers work. What they craft will end up in your refuge stash for you to pick up whenever you need – or for your other followers to use in other crafting recipes.

Changes



Access to New Resources and Recipes

With the Hunger update, we implemented the late-game resources into the game. Now you can craft late game gear, and have your followers scavenge for imbued wood and similar advanced resources. The new gear will use existing visuals, but your armor and cold protection will be upgraded regardless.

With the new Carver’s Corner and Butcher’s Corner, your followers can process Tainted resources into useable food, firewood and crafting materials, giving you big boosts if you use hunters or woodcutters at these stations in your refuge. Now that these followers can also improve their skills… Wait, more on it below.

New Social Events

There are more events included now that simulate the connections between camp residents and shed light on their personalities. These events will always take place in your refuge and almost always will require a decision to make which will have an impact on your individual follower as well as the group morale. High morale will bring your followers to trust you and they will be more invested in your group and over time will become proficient in their craft, and consequently craft better gear for you and your camp. However low morale may even result in them leaving your camp forever – be wary of the dialogues you have with them, as they will hint about whom they dislike and why, sometimes in passing, sometimes in bigger quarrels you have to arbitrate.

Balanced Resource Management

Our Game Designers have now implemented a new balancing pass to the resource allocation throughout the world. Scarcity now is more prominent problem to solve, and resource management now provides a challenge as intended with the harsh eternal winter conditions. Decisions regarding how to plan your progress best using the followers you have, will be more meaningful. Many followers mean diversity in talents – BUT keep in mind that it will also mean more mouths to feed and people to warm.

HUNGER will make you rethink your strategy. Even if you considered yourself an experienced player.


  • Gamepad controls have been revised. Please check the new gamepad controls in Options.
  • We have implemented d-pad quick bind functionality to both keyboard & mouse and gamepad controls. You can use this by going into your inventory and assigning the relevant one of 4 quick use buttons.


Bug Fixes coming with this update



  • Equipping armor doesn't give you damage reduction
  • The guardian from the Peaks Outpost is not displayed during the finisher attack animation
  • The completed “Cleanse the Crystal” objective will not be saved if the character teleports with the crystal prior to the cut-scene
  • The character is able to chop trees while under a finisher attack
  • Character can fall off the map after canceling the resting at campfire while being oriented to assets
  • The projectiles of the Impaler do not have proper collision with the character
  • Camera is improperly displayed after ending a sprinting action while the camera is in a re-aligning motion
  • The character might remain stuck inside the ice structure after crashing the sled into it
  • The blizzard effects are permanently received after being defeated by a tornado
  • The character remain stuck if is defeated by deprivation in between the dialogue cut-scenes with Vic during her recruitment event
  • Character is resurrected under the map if is defeated during the resurrection of a follower while the cut-scene of an Outpost overlaps the process
  • The character might fall under the map upon resting at the barrel from the Flats’ Outpost immediately after teleporting
  • The character is stuck running when damaged while sprinting by a corruption bulb with the bow equipped
  • The playable character can get stuck inside buildings under construction
  • The character remains stuck inside the train tracks after crashing the sled into the Crusher monster
  • The character is not able to interact with Gani after her shelter was automatically dismantled after 8 in-game hours
  • The monsters from Vic’s recruitment quest are multiplied after restarting the game during the event
  • Woodcutting hotspots disappear when approached
  • The items from the inventory disappear when dropped if the character is facing environmental assets
  • An invisible collision wall can be placed at the palisade gates
  • The Copper and Iron ore items are not stacking in the inventory and loot containers sections
  • Spitters from raids may be partially positioned beneath the ground’s level
  • The Rippers from Jin’s recruitment event are unresponsive if the character arrives at the location with the sled
  • A crash occurs during combat with the hellvines from Rhys’ recruitment event
  • The game crashes during the combat with the Ripper monsters from Vic’s recruitment event
  • The game might crash after cleansing the crystal from the tutorial when the Alice cutscene is triggered
  • The game crashes after approximately one minute from looting a hunted deer while exploring the environment
  • The game crashes upon attempting to access the map after shooting a deer in the first hunting area
  • Crash occurs on new game after reaching the Game Over screen while overview tab is open
  • A crash might occur upon selecting the production of hunting bow within the crafting shack
  • Jin’s model is incorrectly displayed after selecting the “Take Care” option during his recruitment quest
  • The camp overview and Alice cutscenes are incorrectly displayed with an overexposed graphical effect
  • The HP bar of all monsters is missing while locking on them
  • Follower are flagged as "Resting" when the building they construct is unstreamed
  • The hunting bow’s name is incorrectly written in the description from inventory
  • Construction - Medicine Hut - Controller becomes unresponsive in the radial menu
  • Dead follower cleansing process was in an endless loop
  • Cleansing fx residue is left on the player after he respawns in the Crypt


Known Issues



  • The woodcutting areas’ icons from the map are displayed as partially consumed without looting a tree
  • Co-op: Ash's portrait is displayed blank in the guest's HUD
  • Co-op: In rare cases there may be an issue with the defensive gates being spawned twice for both the guest and the host
  • There are no HUD notifications for a follower leveling up in his/her proficiency. Follower overview UI displays this information correctly
  • Co-op: If both characters die due to a tornado, neither player is able to review one another and the resurrection sequence doesn’t finish properly.
  • Followers display the slowed walk animation in the refuge under a blizzard
  • Reverse finishers can misbehave (fall through the world etc.) in rare cases where the player was pressing other buttons
  • Co-op: The corrupted ground from nests and outposts remain displayed for the guest after restarting the game
  • Co-op: Cleansing visual effect may be missing for the guest in outposts
  • The notification "Follower is resting." is spammed after the character defeats the enemy raid
  • In rare cases, it is possible to get stuck on a sled below a bridge
  • Co-Op: Using "Esc" button in order to cancel the placement of a Campfire or a Makeshift shelter will also open the in-game pause menu
  • Player cannot destroy an upgraded Hut or Palisade
  • Followers may behave strangely if they die by deprivation while resting at a campfire
  • In rare cases followers may not listen to the crafting queue commands for another tick. Cancelling and re-ordering a few times fixes the issue if needed.
  • If the player hard quits the game via ALT-F4 in between dialogs during events, last visible event state will not be saved. Always see the saving icon before quitting.
  • The game crashes in RX 480 OC video card machines, especially using older drivers. After updating the drivers, the crash is 10% likely to happen.

New build being streamed!

Cyanide has been given access to the newest build, so you guys should go check it out!

https://www.twitch.tv/cyanideplaysgames

Enjoy all the new stuff being shown off a bit today ^^

you can find today's stream - https://www.twitch.tv/videos/286576069 -

Hotfix 1.0.1123hotfix

This patch fixes the following issues:

  • UI text received updated localizations.
  • Fixed an issue where blizzards and game world weather mood did not reset properly.
  • Fixed an issue where Outpost Guardian respawned after being defeated.
  • Fixed an issue where followers would teleport to a wrong spot after Social Events.


With this hotfix we add the first batch of new localizations. It's compromised of mainly the UI text which is now almost fully translated. Some text will still be displayed in English, such as the tutorial reminders you can turn off in Gameplay Options - but such missing translations should now be far and few in between.

Unfortunately the dialogues which includes most of the events, story snippets and social events are still not included in this hotfix. The import of these caused severe technical issues which we have to fix first. All we ask is a little patience. We hope to resolve this soon as well.

[URL]In the meantime, if you have any suggestions for better translations, please let us know in the Steam forum.

GUILT UPDATE (release notes 1.0.1123)


Not much intro necessary today. Because the release notes for the GUILT update mainly speak for themselves. Apart from new content, we finally introduced the mighty Feeder into the wilds, we gave you Issa the Sniper as support, opened a whole new region – The Glare – for you to explore.
But there’s more. And we shut up now and let you read the important parts. ;)

New Content and Features


The Glare and Shuttle
The new region, featuring an icy ravine leading up to a broken dam is now open for exploration. You can reach it via The Pit.

Introducing „The Feeder” – the bigger brother of the Crusher!
Vicious, slow and deadly. The Feeder has a tongue that darts out of the maw in its underbelly. On impact, it drags you back to the feeder – into the perfect position for its devastating attack.

Introducing Issa – The Sniper – new follower
Always armed and ready to hunt, Issa enjoys the thrill of the chase. She doesn’t give up until she gets what she wants. Issa only makes an enemy if she knows it will gain her a valuable friend...or lover. Issa laughs easily, but her smile rarely reaches her eyes. She is likelier to join if you have other people with you as tracks of your other followers may lead her to your camp.

Game-Over Cutscene
You lost all your precious lives? Now we show you what happens to Ash once The Inner Voice eventually claims him.

Reverse Finishers II
Dying is now more fun. Because the new finisher animations for all the monsters are now in. Go ahead. Try it. It’s fun.

Social Events & Leadership
The first batch of social events that occur in your camp and force you to make tough decisions. As your followers’ worldviews warped by the eternal winter clash, you must manage the intricate relationships for the sake of your camp. Each decision you’ll be forced to make will have an outcome and impact the overall morale of your followers. Do you dare to choose between them? Keep in mind that not doing anything is the worst you could do but if a follower decides to leave... That’s a burden on your camp, but a blessing on your resources?

Base management
The “Feast” hut upgrade has been implemented. This upgrade has a significant upfront cost and will raise the morale of your followers every hour for 24 hours, as well as keep them warm and fed for free for the duration.

Changes



New Claiming mechanic
We have changed the way gathering areas work: Once you approach a new resource area, the game will tell you that you have discovered it. From that moment on, it will show on your map. Depending on the type, the game will also tell you the necessary tasks to claim it (such as „hitting a deer with an arrow“). Once you claimed the resource, followers can be assigned to it by using the map, the overview screen, or by using the radial menu option within the gathering area.
Your followers will continue to gather resources until an area is depleted. In these cases, they will return to camp for rest. Once rested, they will be auto-assigned a task, or you can assign them their new job.
In your map & compass, an area that is not claimed will be displayed by a yellow star under the resource type icon. Once claimed, the icon is a blue diamond. If the area has no more resources left, the icon is transparent, and the area is no longer accessible to you or your followers.
This has no adverse effect in your existing games, as areas you have already visited will now be auto-claimed.

Combat Improvements
Following your feedback, we have done the following changes and fixes to the combat mechanics and the Spitters:


  • We have decreased the Stamina required to perform a dodge/roll. You can roll four times in a row now and have a smaller delay before Stamina regeneration starts.
  • The player will now get up faster after being knocked down to avoid follow-up attacks that would hit him otherwise. In the same vein, player control over the character during the get-up animation is also given tot he player earlier.
  • Fixed multiple issues where dodging while locked on a monster would make the player roll towards another monster.
  • Fixed and revised the conditions such as max and min range where auto-lock could engage and disengage.
  • Fixed the orientation of the player when auto-locked and after disengaging from an enemy.
  • Revised monsters‘ leash distances to the way they should be such as suiciding Spitters following you longer and larger monsters breaking their leashes sooner.
  • Spitters now have a better telegraph and shorter invulnerability period when engaging their suicide mode, making them easier to avoid. This makes the Spitter less deadly by allowing a single attack in a chain to go through before detonating them on a hit. This way, you can react more efficiently with a dodge or a counter.
  • Spitters projectiles are no longer homing to the player characters, their hitboxes and damage rates have been rebalanced.
  • We implemented an audio cue to warn the player that he is out of Stamina in addition to the visual effects.
  • Revised monster placement in the world for a better balance between challenge and reward.
  • Fixed issues where players using the mouse and keyboard would suffer from artificial lags resulting in weird camera and/or character movement making fights harder.
  • Revised Armor benefits provided crafted armor for players and followers to make them more resilient
  • Optimized Physics code and other optimizations
  • We implemented new physics code in addition to other optimizations to bring up the overall game performance. Optimizations will be ongoing targeting the best possible balance between gameplay and visual quality, prioritizing gameplay.
  • With the new physics code, there is less strain on the CPU for calculations, and it helps avoid most „getting stuck“ issues on the player character.
  • We have also optimized to use the GPU resources more efficiently. Multiple areas of the visual side of the game such as lighting, models, etc. have received optimizations.


BUG FIXES and Minor changes:



  • Fixed various issues where weather conditions and game mood weren’t reset appropriately in different cases of deaths.
  • Fixed multiple crash issues.
  • We have fixed various bugs regarding in our UI for better usability and polish.
  • We have updated some UI icons for better legibility.
  • Overall quality and stability pass on game events.
  • Many points of interests have been re-balanced in regards to location, loot, and stability.
  • The Inner Vision feature received multiple stability fixes, such as destroying the outlines properly, a range rebalancing, color-coding review, etc.
  • Saving checkpoints have received stability fixes.
  • Polished and revised navigation paths for followers in event locations.
  • Fixed many instances of invisible monsters.
  • Fixed many cases of hero or followers clipping or falling through the world.
  • Fixed many cases in which hero could get stuck between objects.
  • Fixed many instances of wrong sled placement.
  • Revised the tutorial fight difficulty by lowering exploding corruption bulb radius, damage, and the aggressiveness of the first monster.
  • Fixed multiple instances of HUD messages displaying too fast in order.
  • Fixed many instances in the UI where the mouse or the gamepad would lose focus.
  • Fixed issues with the tornado physics, and other various bugs in relation tot he player dying in a tornado.
  • Fixed many instances where calling the sled would result in erratic behavior.


KNOWN ISSUES:



  • In rare cases, Rhys may glitch. If you see his corpse in your camp’s social area, resurrect him. He will display some erratic behavior, and may not correctly join your expedition when told to do so. You can work around this issue by sending him off to work manually by assigning a gathering task to him via the Overview menu. Once you dismiss him and add him in your expedition, he should behave normally.
  • The game crashes after changing the Playback Devices settings while the game is running in the background.
  • The character may remain stuck inside the train tracks after crashing the sled into the Crusher.
  • Monsters from Jin's recruitment event may be missing in the Forestland Resort but does not prevent the event from being completed.
  • In rare cases where the character may fall in front of the sled, the character can be placed outside of the playable area when crashing the sled against the tunnel walls in rare cases.
  • A crash occurs on a new game after reaching the Game Over screen while overview tab is open
  • A follower is missing when restarting the game immediately after recruiting him.
  • The player character is misaligned during the (blue) Ice Crusher finisher.
  • In particular hardware configurations, having too many buildings may cause an FPS drop.
  • In rare cases, the game may crash after the Wolf recruitment scene in the Flats outpost.
  • In rare cases, a lens flare may remain after the hero dies during totem cleansing.
  • If the player hard quits the game via ALT-F4 in between dialogs during events, last visible event state will not be saved. Always see the saving icon before quitting.
  • The game crashes in RX 480 OC video card machines, especially using older drivers. After updating the drivers, the crash is 10% likely to happen.

News about the translations issues!

English

We hear your concerns regarding the missing translations in Fade To Silence. While we implemented a lot of changes to the game, worked on the performance and eliminated bugs in the past months, we severely underestimated the amount of effort required to have a properly working localization pipeline. We were hoping that using the Unreal Engine would provide us the sufficient toolchain to manage this part of our game out-of-the-box, and we were wrong in our assumption.

That lead to the current situation where translation strings are missing and parts of the game switch back to the Standard-English localization.
Now that we have learned how to make our custom toolchains to play along with this great engine, things will definitely get better. The next update, GUILT, which is scheduled for release on the June 21, will include a translation fix that contains all in-game texts up until the time of this statement. We will, of course, continue to work on the translation and will release a fully translated game once we leave Early Access.

Russian

Мы слышим ваши опасения касательно недостающих переводов в игре «Fade To Silence». Пока в предыдущие месяцы мы вносили множество изменений в игру, работали над производительностью и устраняли ошибки, мы существенно недооценили объем усилий, которые необходимо потратить на правильную работу процесса локализации. Мы надеялись, что движок «Unreal Engine» по умолчанию предоставит нам достаточный набор инструментов для управления этим аспектом нашей игры, но мы ошибались.

Это и привело к текущей ситуации – отсутствию переведенных строк, и местами игра переключается на стандартную английскую локализацию.

Теперь, когда мы узнали, как сделать собственный набор инструментов и играть с этим великолепным движком, все определенно будет улучшаться. Следующее обновление «GUILT», выпуск которого запланирован на 21 июня, будет содержать исправления переводов всех текстов, содержащихся в игре на время этого заявления. Разумеется, мы продолжим работу над переводом и выпустим полностью переведенную игру после завершения раннего доступа.

Simplified Chinese

我们了解到您对Fade To Silence没有翻译部分的担心。随着我们在过去几个月里对游戏做了许多改变、改进性能并去除了错误,我们也严重低估了要有正常运作的本地化产品所需投入的精力。我们本来希望,Unreal Engine会为我们提供足够的工具链,创新地管理这部分游戏,但我们的假设是错的。

这导致了当前的状况,也就是缺少翻译,而且游戏中一些部分回到了标准英语本地化。

既然我们学会如何让我们的定制工具链和这个很棒的引擎一起合作,一切一定都会变好。下一次更新GUILT预计在6月21日发布,它将包含翻译修理,包括在这次声明前的所有游戏内文本。我们当然会继续努力翻译,一旦走出Early Access阶段,会发布完整翻译的游戏。

Japanese

Fade To Silenceに翻訳が反映されていない箇所があるというご意見を拝聴しました。私たちは過去数か月の間、ゲームにたくさんの変更を加え、性能向上とバグの排除に努めましたが、ローカライゼーションパイプラインを正常に機能させるために必要な努力量を、大幅に低く見積もりました。Unreal Engineを利用することによって、既成概念にとらわれずこのゲームを運営する効率的なツールチェーンを提供してくれるだろうと期待していました。しかし、その想定は間違っていました。

そのため、翻訳が抜けている箇所やゲームの一部が標準英語ローカライゼーションに戻ってしまうという、現在の状況が発生しています。

私たちのカスタムツールチェーンをこの素晴らしいエンジンと一緒に操作できるように作成する方法を学んだため、状況は間違いなく向上するでしょう。次回アップデートのGUILTは6月21日にリリースが予定されており、このステートメントが発表される頃にはすべてのインゲームテキストを含めた翻訳が修正されているでしょう。もちろん、翻訳に最善を尽くし続けEarly Accessを去るまでには、完全に翻訳されたゲームをリリースします。

Spanish

Estamos al corriente de vuestras inquietudes en cuanto a las traducciones que faltan en Fade To Silence. Aunque pusimos en práctica muchos cambios en el juego, trabajamos en el rendimiento y eliminamos errores en los últimos meses, subestimamos gravemente la cantidad de esfuerzo necesaria para disponer de un canal de localización que funcione adecuadamente. Esperábamos que el uso de Unreal Engine nos proporcionaría una cadena de herramientas suficiente para administrar esta parte de nuestro juego lista para usar, pero nos equivocamos al darlo por supuesto.

Eso nos llevó a la situación actual en la que faltan cadenas de caracteres de traducción y algunas partes del juego vuelven a la localización en inglés estándar.

Ahora que hemos aprendido cómo hacer nuestras cadenas de herramientas personalizadas para que funcionen conjuntamente con este estupendo motor, la situación mejorará indudablemente. La siguiente actualización, GUILT, cuyo lanzamiento está programado para el 21 de junio, incluirá una solución para la traducción que contiene todos los textos incluidos en el juego hasta el momento de esta declaración. Por supuesto, seguiremos trabajando en la traducción y lanzaremos un juego completamente traducido una vez que abandonemos Early Access.

German

Wir nehmen Eure Beschwerden in Bezug auf fehlende Übersetzungen in Fade To Silence ernst. Während wir in den letzten Monaten zahlreiche Änderungen am Spiel vornahmen, die Performance verbesserten und Fehler ausmerzten, haben wir leider den Aufwand unterschätzt, den eine zuverlässig laufende Lokalisierungs-Pipeline aufzubauen. Wir waren anfangs davon ausgegangen, dass wir mit der Unreal Engine ein ausreichend fähiges Werkzeug ausgewählt hatten, das diesen Prozess mit einer Standardfunktion unterstützt. Doch leider hatten wir uns getäuscht.

Das führte zu der aktuellen Situation, in der bestimmte Strings im Spiel fehlen und Teile des Spiels zur englischsprachigen Standardversion zurückspringen. Es ist uns in der Zwischenzeit gelungen, maßgeschneiderte Werkzeuge zu entwickeln, die wir in die Unreal Engine integrieren können und dank denen sich die Lage in jedem Fall verbessern wird. Mit dem nächsten Update, GUILT, dessen Veröffentlichung für den 21. Juni geplant ist, liefern wir eine Aktualisierung der Übersetzungen, die alle fertigen In-Game-Texte beinhaltet, die zum Datum der vorliegenden Mitteilung verfügbar sind. Wir werden selbstverständlich weiter an dem Spiel arbeiten und ein komplett lokalisiertes Spiel veröffentlichen, sobald wir die Early-Access-Phase verlassen haben.

Polish

Docierają do nas Wasze uwagi nt. brakujących tłumaczeń w Fade To Silence. Kiedy wprowadziliśmy wiele zmian w grze, pracowaliśmy nad wydajnością i usunęliśmy błędy w ciągu ostatnich miesięcy, nie doceniliśmy, jak wielkiego wysiłku wymaga proces lokalizacji. Mieliśmy nadzieję, że Unreal Engine zapewni nam odpowiednie oprogramowanie do zarządzania tym aspektem gry od samego początku, jednakże byliśmy w błędzie.

Taki stan rzeczy doprowadził do aktualnej sytuacji – brakuje ciągów tłumaczeń, a część gry opiera się na standardowej (angielskiej) lokalizacji.

Teraz, gdy dowiedzieliśmy się, jak stworzyć własne oprogramowanie, które współpracować będzie ze wspomnianym, doskonałym silnikiem, sytuacja zmieni się zdecydowanie na lepsze. Kolejna aktualizacja – GUILT – która jest zaplanowana do publikacji na dzień 21 czerwca, będzie zawierać poprawkę dot. tłumaczenia, składającą się ze wszystkich tekstów gry dostępnych do czasu niniejszego oświadczenia. Będziemy w dalszym ciągu, co oczywiste, pracować nad tłumaczeniem i opublikujemy w pełni przetłumaczoną grę, gdy tylko omawiana gra przestanie być tytułem typu Early Access.

BFG Unlocked!

Newest episode of our webseries BFG unlocked have just been released today!

Check it out here - https://www.youtube.com/watch?v=9gC4wO6d0Gc -

Hope you all have a great weekend!

A little teaser!

https://www.youtube.com/watch?v=PUpSJNkImqY&feature=youtu.be

Ash would go to any length to protect his daughter Alice from the hazards of the postapocalyptic world they now live in.

Fade to Silence Discord!

We are happy to annouce that our Fade to Silence discord is now up and running.

You can join us here - https://discord.gg/mNmx6Bk -

On our discord you will be able to see news, talk to the dev team and even get technical support for certain issues.

So we hope to see you all there!

//BFG Zyddie.