Responding to an unusual alarm call from a remote mining base, Jack arrives at the dark and desolate Fort Solis. As the night grows longer, the mystery of what happened to the crew begins to reveal itself.
Since the launch of Fort Solis, your support, reviews and comments have meant the world to our team! The engaging and immersive adventure on the Red Planet has been a memorable experience for the media!
We've prepared a report from our first explorers in Fort Solis! Watch the accolade trailer and prepare for your long night on Mars!
The Mac version will be released on 26 October, so mark your calendars!
It has been so warming for the team here at Fallen Leaf + Black Drakkar Games to see so many enjoying our labor of love! As a small Indie studio looking to create an experience at times at odds with modern perception, we naturally were both excited and terrified to launch our game. Thank you for being so supportive in this moment and sharing some truly amazing reactions.
We wanted to put out an update and talk more about one of our more contentious challenges, the walking speed.
When creating an experience with such tension and narrative distribution, both the base and the scale is considered to mend with the audio exchanges and frequency of their delivery. At the core of this is the speed in which both cloth, suit and other physics are applied to the character. Working in tandem with brand new technology, the fantastic Unreal 5 engine, it was a great achievement for the team to ship the game on such a new engine.
Beyond the challenges of working within a new engine, to the level of immersion and cinematic presentation we desired, we knew our choices wouldnât be for everyone and thatâs perfectly ok. We wanted our players to enjoy the experience at the pace intended.
We are always evaluating and exploring ways in which to help add more choice to the play experience when it comes to how players wish to walk. We are considering a toggle speed for outside, looking at metrics in which areas perhaps need more speed and overall additions to the core systems. This requires every audio exchange, sequencer trigger placement and more to be revised.
Beyond our technical challenges we must remember that such a small development team only has so much bandwidth. We are working hard to react to the amazing feedback the community has already shown and we wanted to take this moment to thank each and every one of you for playing Fort Solis and sharing your experience with us!
- James
Fort Solis 1.1 - Patch notes
Hello Community,
We are now fully dedicated in addressing the issues you experienced during your mission on Mars. We have been working since launch to provide the first series of bugfixes :
Added loading screen to the beginning of the game.
Installed driver check on game run. Game checks to see if your GPU driver needs updating and provides download links for AMD and Nvidia
Audio fix for pausing and unpausing game.
Various audio fixes for soundtracks not stopping for extended periods of time.
Audio fix for missing audio in Comms Hub location.
Audio logic fix for soundtrack in Med bay area.
Added missing binding for photomode on control scheme layout.
No more blocker in the airlock after finding Helen's
We are still working on fixing other feedback (such as the keyboard bindings) and we will keep you updated about the upcoming patch.
Thank you for all your feedback, patience, and your support. It helps us a lot!