We wanted to share with all of you, that after working hard for several months with your feedback in Early Access, we are now officially releasing Fallen: A2P Protocol Full Release Version 1.0.0.
Also we just released the Deluxe Edition that includes a Digital Art Book where you can explore lots of concept art and some interesting facts on the development process and the Original Soundtrack.
We thank you all for your continuous support and feedback. Without you, this game would not have been possible, so thank you one more time to help us release this game and we hope we can keep making it grow together.
All in all, we started this project 2 years ago and it has been a wonderful ride.
We plan to keep working on the game for several weeks and hopefully with your support and feedback many more.
Thank you one more time and we hope you enjoy playing Fallen: A2P Protocol as much as we did developing it together.
If you want to share this great news, please do so by following any of this links,
We have great news for all the french speaking members of our community.
Thanks to a generous act from one of our backers "HawK-EyE" and his friends (Dr Gast, HeartlessRiku, Toxicat and Bergil) of the group "Fallout Generation" (http://www.fallout-generation.com) we will have our game localized into French. Wait a minute... actually they just finished the localization, so we can officially say the game is fully available in french too! C'est épatant!
You will see this update when we do the full release, very soon! And we mean it! Very, very soon. Très bientôt!
Also we want to take this opportunity and let you all know, everything is coming along nicely.
We have a lot of surprises and cool stuff we implemented in the game that we believe you will like a lot. We really hope you´ll enjoy the full release version because we are doing everything we can with that ultimate goal: your joy.
But we don´t want to spoil too much right now, so that´s all we are going to say about that.
Stay tuned for more exciting news coming very soon,
And if you want to help us spread the word, please follow any of this handy links below and spread some love.
Thanks and Merci!:
Now the french version:
Parlez-vous français?
Bonjour tout le monde ! Comment ça va?
Nous avons d'excellentes nouvelles pour les membres francophones de notre communauté.
Grâce à la générosité d'un de nos backers "HawK-EyE" et de ses amis (Dr Gast, HeartlessRiku, Toxicat et Bergil) du groupe "Génération Fallout" (http://www.fallout-generation.com) notre jeu sera localisé en Français. Attendez une minute... Non en fait ils ont déjà terminé la traduction, donc on peut dire que le jeu sera officiellement disponible en français ! C'est épatant !
Cette mise à jour sera disponible avec la release du jeu, très bientôt ! Et nous le pensons réellement ! Très bientôt !
C'est pourquoi nous voulions profiter de cette opportunité pour vous dire que tout est en train de se mettre en place gentiment.
Nous avons des tas de surprises et pleins de trucs géniaux que nous avons ajouté au jeu et nous pensons sincèrement que vous allez adorer ça. Nous espérons que vous allez profiter à fond de la sortie définitive du jeu parce que nous faisons tout ce que nous pouvons pour réaliser notre but ultime : votre bonheur.
Mais nous ne voulons pas trop vous spoiler pour le moment, donc nous n'en dirons pas plus.
Restez à l'écoute pour d'autres nouvelles excitantes très rapidement,
Si vous voulez nous aidez à diffuser cette bonne nouvelle, vous pouvez suivre l'un des liens suivants et faire marcher le bouche à oreille.
We are working on several stuff besides the things we already mentioned, but you will not see these until we do the full release. For example: The 2 maps we told you were "secret", + polishing the final script, new characters and some other surprises.
Next update?
We really hope that our next update can be the full release of the game. We will be working hard on polishing, iterating, fixing, adding content so we can do a successful full release soon. We will rather focus every minute we have on doing this, instead of doing more partial builds, so this will be our last public update until the full release.
If you still want to try the game as we will certainly be doing, and maybe be exposed to spoil the story or experience nasty bugs, you can play the game on our Private Beta branch. For most of players we don´t advice this, since you will not have a nice ride, but Hey! after all, it´s your call, so if you want to try the game the same way we do, please join us.
In order to activate the Beta branch on Steam:
1. Go to your Games Library on your Steam Application
2. Right click on Fallen
3. Select Properties
4. Then, select the "Betas" menu
5. On the textbox asking you for a code, add: "redkatanatest" and then press "check code".
6. Now you are all set to play our private Beta. You will very likely need to update the version of the game (Steam will start the update automatically most of the times), so be sure you do that before hitting play.
7. You can always go back to the public branch of the game by selecting you "opt out" of all the beta versions from the same menu.
Let us know if you have any issues setting this up in case you want to try it.
And please don´t forget to help us spread the word, so more people join our AWESOME community, and collaborate to deliver a better game together.
Major Update #5 - July 2nd, You can call it a "Beta" now... (1/2)
Hey there,
Hope you are doing great!
We have been working a lot since we launched the Early Access several months ago on Steam. We listened to you, and other new members of the community and the feedback we got was -and still is- awesome!
We implemented a lot of the things you suggested. Some of these suggestions were already on our pipeline but some others were ONLY added thanks to you. So thank you one more time for participating in this open-development with us.
Our goal of doing a Kickstarter and Early Access to keep developing the game together was a complete success already! We hope you feel the same way and that you are satisfied with the changes we implemented so far, and how the game is shaping to its final form.
Speaking of the features we wanted to have in the game, we can also say it is almost done. With this new update we are releasing today to Steam we can say we are officially in "Beta".
Of course we have an endless list of things we would still want to do, and we could keep developing this game almost forever. However, we are happy on how the game evolved and that it has a lot of our initial vision and scope on it, and even more, thanks to your feedback. Don´t get us wrong, we still need to do more stuff to call the game "finished" and transition from "Early Access" to "Full Release". But just looking at the features, there are not many more we would like to include on version 1.0.
We wanted to have, and also need some time to iterate, polish, balance and still add some more content on what we have so far, instead of keep adding more features. This is the main reason, we decided to go into "Beta" mode now, which basically means to us, not adding any more major features. It means just focusing our efforts on: iterating minor features, polishing, balancing, adding content and fixing bugs.
Depending on the success we may have with the full release launch, we will be able to add more content/features on future updates.
Below, you will find the new features and "stuff" we added into this new build:
Unconscious State
We added this "Character state" in order to add deepness to the tactics, but then realize it would be a nice feature to add to our main characters (that cannot die in missions, because of their importance in the plot).
Something that "(Tchey)" mentioned and some other members of the community too, is that loosing the mission because the main character died, could affect the way you play in a negative way, because you would be playing very careful with him.
So now, all your main characters, not only Herk, will be unconscious if they reach cero HP instead of just dying.
You will be able to revive them if you have the CPR Kit and some spare Action Points during the mission. And if you don´t have one, they will recover and join your caravan after you end the mission successfully with your remaining characters.
Be advised this will only happen with the main characters. If you are playing with a recruited character, he can also get unconscious when he reaches cero HP, but if you don´t perform CPR on him within 3 turns he will die forever.
Also have in mind that your non-main characters may die when their HP reaches cero instead of being unconscious. It will depend on how hard you were hit and a chance based on your "Vitality" stat.
Burning Death
We added a new way your characters and enemies may die, which is "set on fire". This death can be caused by any weapon that has fire, such as the flamethrower or any "explodable" weapon such as grenades or rockets. We hope you enjoy watching the characters be cooked to death now and "Happy cooking!"
Journal Entries
We added a new feature to provide more content to the Backstory of the game. In the different maps you will find some "Terminals" that will offer you additional Backstory on the Fallen Universe. This can be in the form of text, pictures or old radio transmissions of the past that will help you understand better what happened, and why everything is like this, in the present day. We added an example of this in the second mission of this build, but there not any more to not spoil the story.
GUI in 1080 and improvements
We changed all the GUI to 1080. When doing so, we also made some improvements on some of the screens and menus. We still plan to iterate on the GUI a bit, but we like what we have right now.
Some of the screens we improved below..
AI iteration
We iterated the AI so that the enemies can now perform "Overwatch" and throw grenades at your characters. We also made several changes on how they use their weapons so they can be smarter. More iterations will be made on the AI before the Full Release, but we are really happy on what we accomplished so far, so we hope you like it too and find it challenging enough to have several hours of fun while unveiling the Main Plot.
Enemy characters
We changed the settings of the enemy characters. We tweaked their inventory and their stats. We still need to balance when each one of this characters will appear on the different missions, but now it will be easier for us to balance all the levels.
Major Update #4 - June 17th, Mutas, Missions, and much more, mmm...
Hey there,
We wanted to let you know we just pushed another major update.
Here is what you will find:
New maps/missions
We implemented 3 new missions/maps. 2 of them with new winning conditions and an interesting twist to the standard missions.
Check them out below:
Difficulty levels
You can now choose what difficulty level you want to experience in the game. We have implemented 4 different levels. from Easy to Godlike, so you can fine tune the challenge you want to have in the game.
In order to change this, you can go to the "OPTIONS" menu and change it from there. Take into consideration, you cannot change this setting while you are in the mission, but you can adjust as many times you want in between missions.
New HUD
We implemented a new HUD. We believe this iteration keeps the information and functionality we had on the old HUD but its nicer and better organized.
We need one more iteration (probably available in a few days) to adjust the size and resolution of this HUD, so you are going to see it really big now on the game, so don´t worry about that, it will be fixed and adjusted.
On the next few days we are going to adjust everything so you will see it more in the correct resolution and also we are working on the white skill icons to iterate that too.
New characters
We integrated 3 new characters. One female and 2 male characters. All recruitable from the different recruiting locations you can find on the map.
"Mutas" integration
We finally integrated the new race: "Muta" into the game. There are 2 recruitable and 2 enemies you will be able to find on the different missions and locations.
New items
We added a few more items. First we added a new set of armors that will improve your HP. And also some tradeable items that are not functional, these are for example, muta flakes, old books, mutt fur, etc. Their only purpose is that you can loot them and trade them for scraps in order to buy guns, ammo or armor.
New bubble message system
We implemented a new bubble system, additional to our cutscenes dialogues, to have more information while playing the missions. We don´t want to interrupt the experience of the combat, but we thought this would add more immersion into what is going on the battle and also providing some additional context to each mission and situation.
This is a first iteration so we will see how it feels and also looking forward to your feedback on how do you like it
Other caravans - Work in progress..
We are working on a new feature to have other caravans wondering around. Some of these may be enemies and some may be friendly. We are looking for a similar approach of Sid Meier Pirates or Mount & Blade Warband to give you an idea on how we think this feature will be.
You will see in this update a 1st iteration of this. Please let us know your thoughts,
SPECIAL NOTE: Please be sure to start a "NEW" game to have a better experience and avoid bugs because having old saved games.
Coming soon...
We are working hard to push another update soon and these are the things we are currently addressing:
New Maps
We are currently working on 3 new maps. 2 of them are secret. We don´t plan to reveal them to not spoil the story. The other one is a Subway Station. Here you can sneak peak our work in progress.
Balance and Systems iteration
We are working on building and improving the systems we have in order to be able to balance the game more effectively. This means, we are working on systems to customize the enemies easy and fast enough so we can make changes and improve the feeling and progress of the game in the different missions as well as the weapons, items, stats, etc. We are also making some changes to the AI, so they can have more options to do in the missions and changing how the aim is calculated among other things.
Other visual iterations and SFX
We are doing lots of visual iterations, as many as we can handle, which means, iterating icons, screens, windows, etc. Also we are integrating a new set of SFX and music so everything starts to feel right.
Right now, the balance of the game is non-existant, so don´t worry if you earn too much experience too fast, or some things don´t seem right, we are going to address this in the next month probably. We have rather focused on finishing all the features we wanted for the game to have, so we could leave for the "last mile" all the polish and balance.
We are getting closer to be feature complete. This means in terms of features we only have a few left that we would like to implement. After that, it will be all about balancing and iterating what we have, as much as possible so we can have a polished game experience.
And please don´t forget to help us spread the word, so more people join our AWESOME community, and collaborate to deliver a better game together.
New characters, new maps, HUD iteration, difficulty levels and more coming soon...
Hey there,
We wanted to give you a quick sneak peak on what we are planning to update in the next few days...
New maps/missions
The pending new maps we told you, we have finished on our last update, but weren´t able to fully implement, will be fully implemented on the next udate. So you will have 3 new missions/maps to try. 2 of them with new winning conditions and an interesting twist to the standard missions.
Difficulty levels
Not everyone wants to have the same level of challenge when playing a strategy game against the AI. Some of you may like more hardcore experiences, where you really need to plan every move and be very smart if you want to win, because the enemies are really powerful. And some others just want to relax, have fun and beat the enemies with less challenging missions. If you want to play our recommended experience or play the game as we expect most of people play it, it would be the default "normal" difficulty level. The good thing about this new feature is that you will be able to customize your experience according to what you want.
New HUD
We implemented a new HUD. We gave a you a sneak peak on our last update, but now it will be functional. We believe this iteration is nice, it makes everything more eye candy while keeping the information and functionality we had on the old HUD.
New characters
We integrated 3 new characters. One female and 2 male characters. All recruitable from the different recruiting locations you can find on the map.
"Mutas" integration
We finally integrated the new race: "Muta" into the game. There are 2 recruitable and 2 enemies you will be able to find on the different missions and locations.
New items
We added a few more items. First we added a new set of armors that will improve your HP. And also some tradeable items that are not functional, these are for example, muta flake, old books, mutt fur, etc. Their only purpose is that you can loot them and trade them for scraps in order to buy guns, ammo or armor.
New bubble message system
We implemented a new bubble system, additional to our cutscenes dialogues to be able to have more input while playing the missions. We don´t want to interrupt the experience of the missions, but we thought this would add more immersion into what is going on the battle and also providing some additional context to each mission and situation. This is a first iteration so we will see how it feels and also looking forward to your feedback on how do you like it
We plan to push this new update early next week, so please stay tuned,
And please don´t forget to help us spread the word, so more people join our AWESOME community, and collaborate to deliver a better game together.
Major Update #3 - June 5th - Bullet System, GUI and much more (2/2)
Hey there,
Secondary Stats
There are some secondary stats that are modified depending how many points you have on your main stats. Just as quick note to understand it better:
There are 4 main stats for all the characters: Strength, Agility, Vitality, Perception.
These Stats are represented in the Skill tree. Each branch or column represent one of this main stats. So every time you choose to level up a skill, before unlocking the skill itself and its bonuses, you also gain 1 point of the stat branch you selected. For example if you select the first skill from the Strength branch, which is "Brute Force" besides granting you +2 on all melee attacks, you will also gain 1 Strength point to your character.
This main stats modify what we called secondary stats which are all displayed in the Stats section of your character. A secondary stat is for example your HP Bonus. So each time you select to upgrade a skill from the vitality Branch you will be contributing to this secondary stat and the same will happen with the other stats and its corresponding secondary stats.
New type of items
We added a new type of items that you can loot from corpses or any looting point, which don´t have any functionality. Their purpose would be to sell them and make some extra scraps. Just to give you an idea, such as in any RPG, you will have mutt fur, books and that sort of stuff. The icons of this new items are still work in progress so you will see them as a question mark.
Buffs
Now certain type of weapons can produce Buffs on your characters. For example a Katana can provoke you to bleed out for a few turns loosing HP each turn. That buff will be applied to your character for X amount of turns depending the type of buff and weapon. Similar thing happen with Fire, poison and stun (this last one makes you loose some AP or the entire turn). Different type of weapons can cause different buffs. This is a first iteration of this feature, but we think it will add more deepness to the tactical options and gameplay.
Coming soon:
New characters
We will be integrating some new characters into the next update too. Some will be recruitable and some of them will be enemies.
Mutants
Very soon, we are going to be integrating the "Mutas" into the build. We already shared some general concepts, here is one of the first Muta we are going to integrate and he will be recruitable.
3 Missions implemented
On our next update we plan to fully integrate the missions we already have completed in terms of artwork while our artists keep working on new missions and content. Some of this new missions will also add different winning conditions and more variety into the game.
New HUD and GUI iteration
We have been working on a HUD revamp. We know it was functional but not pretty :) So we worked to make it more more nice, organized and simple. We plan to integrate it in the next few weeks. We hope you like it, and please we would love to have your feedback on this as well as the other features implemented.
Well, that is all what you will find in this update, and what we have been working on and will be fully implemented during the next few weeks.
We hope you are excited as we are, since we are getting closer to have the game we envisioned. We almost have the game feature complete, so after that, we can then only focus on polishing, balance and some tweaking to achieve the best full release game we can possibly do for you.
And please don´t forget to help us spread the word, so more people join our AWESOME community, and collaborate to deliver a better game together.
Major Update #3 - June 5th - Bullet System, GUI and much more (1/2)
Hey there,
We just pushed another major update to Steam a few minutes ago and here´s what you will find in it:
Unity 5
Like we told you on our last update we migrated the project to Unity 5. This improved the general quality of the lighting, shadows and general looks of the game, and hopefully you will notice the change. Although we haven´t started to optimize the performance yet, this new version of Unity is supposed to be much better with performance in general, so we hope that you are all gonna benefit from this change.
New bullet system
We changed the way all the ranged attacks are performed. Actually it changes how every attack is performed and resolved, but this update doesn´t make a drastic change on melee attacks. Before implementing this change, attacks could either hit the target or miss it, but when they missed they didn´t really affect in a realistic way the surroundings of the target.
So right now, when you fire a pistol or a rifle for example, and you don´t hit the target, you can brake some cover or hit someone else (friendly fire too). All the misses happens always within a cone of the target you were aiming at, to be more realistic.
For the area weapons, such as grenades or rockets, you can only miss the place you wanted to throw it at. But if a grenade lands close to someone you will definitely do some damage and the damage will be more intense at the center of the area and it will decrease when you move away from the center. Similar thing happens with the Flamethrower. You can only miss the direction where you point out your weapon, but once you hit someone with fire, he will get some damage for sure.
Lastly the shotgun, similar to the flamethrower has a direction miss chance and also has fall off damage. This means if someone is closer to the shotgun he will have more chances of getting hit and also a large amount of damage to be inflicted, compared to someone almost at the end of the firing cone range. And be careful as we already mentioned you now can hit allies.
This iteration basically gets us a more realistic approach to the combat which will improve the general feeling of the missions.
GUI revamp
We did a lot of stuff around the GUI to keep improving the user experience of the game. Most of the stuff we implemented were things that most of you were asking us to do, so here is the list:
- You now have 2 main different areas where the character can move to. The smallest is the blue one and the larger is the yellow one. If you move within the blue area means you can move and then perform an attack, and if you move within a yellow area, means you will not have enough AP left to attack but you can still move there.
- We also added the visual feedback of the path that your character will follow to reach the destination you are targeting with your mouse pointer.
- We turned off the glow overlay of the characters that had it all the time, and leave it only for the active character and for when you target an enemy.
- Other minor improvements on the GUI, like some explosions and effects.
In game A2P cells
We implemented on the Battlefield the concept of active "A2P cells". This cells will have some useful A2P you can loot only for certain amount of turns until they get depleted. It is your call if you want to harvest those cells before they get depleted as a high priority or just want to keep focused with your mission goals and surrounding enemies.
3 new maps, missions coming soon...
We finished 3 new maps, but we weren´t able to integrate them into this build. This means, we already have the maps (all the artwork done) but need more time to set up the enemies, mission goals, etc. so we plan to do another update next week so you can have this missions active on your builds and give it a try. We shared 2 of them on our last update and we added one more. See below the 3 maps you will be able to play very soon:
Camera free rotation and zoom adjustment
Something some of you were requesting was free camera rotation, compared to the 90 degrees rotation we had implemented on the game. It was actually a design decision, but we thought making a free rotation camera wouldn´t hurt, so you can now freely rotate the camera to find the angle you prefer. Also we made some changes on how the zoom works so it is more smooth now.
Weapons Mastery
This feature was a major change in the design. Right now you will acquire experience each time you use a specific weapon. For example if you always use a shotgun with a given character, that character will earn XP for mastering the shotgun. Each time you get a certain amount of XP in that weapon you level up your mastery granting you more chances to hit your target when using that weapon. This way it will feel more natural how you progress in the mastery of the weapons. We still need to balance the xp curve and all the numbers, but you will be able to try it out and see how it feels.
Please read the next update to have the full details...
If you like what we are doing please spread the word,
Just a quick update to tell you a few things about how we are progressing here, at Red Katana.
Migration to Unity 5
First of all, we migrated the project to Unity 5. This was pretty smooth and it didn´t took as much time as we expected, so that is a good news. The new Unity has a lot of improvements such as lighting, shadows, performance, etc. so we are already taking advantage of this features on Fallen: A2P Protocol.
New Maps/Missions
Secondly we are working right now on 2 new missions/maps, following our pipeline of content. Here is a sneak peak of them:
Can you imagine what type of missions you will have to do in this places?
Well, that´s all for now, we are expecting to do another major update around June 4th, so stay tuned for more news coming soon...
And please don´t forget to help us spread the word, so more people join our AWESOME community, and collaborate to deliver a better game together.
We are working hard to integrate soon a new race into Fallen: A2P Protocol.
The good news is that, this new race, will not only be NPCs. You will be able to recruit "Mutas" from different settlements, so they can fight by your side too...
Basically, as you may have guessed, Mutas are humans mutated from A2P exposure. This new race is stronger and better prepared physically, to survive in the new World with the constantly changing and hostile weather conditions. But they may not be as smart or precise as humans when firing a sniper rifle or performing other actions that require a smarter character.
Stay tuned for more news and updates coming soon...