Fractal Block World cover
Fractal Block World screenshot
PC Steam
Genre: Adventure, Indie

Fractal Block World

1.01.18: Nuke flash

The nuke now makes a flash when it hits. You can disable this in the package menu.

Made Mystic Vines in I2 better for farming.

1.01.17: Botany Lab story

Apple Trees are now better for farming.

The secondary laser now has the following effect: if the secondary successfully kills a monster, then this will fire primary laser beams (from the killed monster) at all nearby monsters of the same size.

Made Montreal city easier to enter and exit with a 300 gold toll door. Made Danville towns easier to exit
(and reenter later) with a 1 gold toll door that can only be opened from the inside.

Telekinesis (an ability to pick up items) now is cheaper. The cost is between 5 and 10 gold, depending on the size of the pickup.

Now the player can choose to respawn but keeping all their health, armor, and ammo. The cost is the min of 500 and 8% of the player's gold.

Added more to the storyline in the Botany Lab.

You can how grow out of the Desert area, and the Oasis in the desert has an easy to find waypoint.

Certain monsters now emit a poison gas cloud to indicate that they will damage you where you are too close to them.

The attack display (showing where attacks come from) now by default uses a cylindrical model instead of a spherical model. However the player can choose which model to use.

Fixed a crashing bug in Small Minigun Planets.

1.01.16: Toll doors and improved early game

Navigation changes: There is a new kind of shrinker with a skull and crossbones. This indicates that it is hard or impossible to grow once shrinking. Also, it is possible to exit more dungeons from their entrance.
We increased mobility by having more two-way waypoints (instead of one-way waypoints) and less one way passageways. There are less "White Box Device" corridors (which removed the player's ammo).
Many of these are replaced by a new type of door (a Toll Door) which you pay to open and then it remains open forever.

To facilitate these changes which open up the world, there is now a new type of ammo box (in addition to the old type) that does not respawn when you pick it up.

Weapons and ammo: Improved baseline velocity stats of the rocket and nuke. Increased the amount of ammo placement, especially for the rocket, minigun, and nuke.

The intended difficulty (the purple cat) is now called "Normal". All harder difficulties require a password.
The difficulty that was before called "Normal" is now called "Gateway".

We remixed the sounds.

We added to the plot.

1.01.15: Mahogany treetops

New weapon modes added: High Velocity Rockets and Big Radius Rockets.

New area in I3: The tops of Mahogany trees. Inside the tree tops there is a smaller tree (the Inner Tree) which is challenging. Also added Red Mushrooms, which can be found inside Yellow Mushrooms.

Now the information displayed on the upper left and upper right of the HUD is specified by Lua scripts.
The user can create their own Lua scripts to display whatever information they want. This is done by adding Lua scripts to the directory Input/HUD/SideDisplays. The Lua scripts that are built in are found in Data/Packages/base/Windows/HUD/SideDispalys.

Now key bindings are saved for each package in a new directory called PackageState. This way when the player changes back and forth between different packages, they do not need to constantly reset their key bindings for each package.

Procedural world generation can now set block variables of the chunk being created. Also procedural world generation can get the block variables of the chunk being created and its parent chunk.

New saved games store the version of the engine that was used when the user first created that player. When the player "reboots" their game, this version number is updated. Now the procedural world generation looks at this version number and if the version is at least 1.02.00 or more, then the world seed is used when generating random numbers. So, new games created after 1.02.00 will look slightly different.

1.01.14: Turnip and beet caves + modding tutorials

New areas in I3: Turnip Caves and Beet Caves. Turnips can be found in Tegan's Garden and in the center of Mahogany Trees. Under the ground of Turnips are Turnip caves, which contain monsters, treasure, more Turnips, and Beets. Under the ground of Beets are caverns where you can find the city of Essex.

The package_tutorial1 and package_tutorial2 packages have been added. These can be played by the user. That is, the user can interact with the tutorial worlds and also modify the tutorial code to learn how to mod the game. These worlds describe step by step how the user can create their own package (a world with its own game rules and entities).

1.01.13: Red/blue 3D glasses mode

There is a new 3D red/blue glasses mode. The user can customize the distance between the player's eyes and the appearance of the HUD.

Changed menus that require the inputting of a number to be more friendly by having slider bars. This makes the game easier to customize while using a controller. Also made other parts of the GUI easier to use with a controller.

Updated the engine to use more modern OpenGL functions.

1.01.12: Three new modes for the plasma weapon

Now there are 3 additional modes for the plasma weapon: "Plasma Shotgun", "Hyper Rapid Fire", and "Lightning Rifle". The original two plasma weapon modes are "Basic High DPA" and "Rapid Fire". The player can choose which two modes to use (with left and right clicking) by opening the weapon mode window by pressing F7. A library for all weapon modes can be found in Danville.

One of our community members configured a setup to play the game with an Xbox controller! To help facilitate this, we have made it so the escape and grave (tilde) keys can be rebound. Also, it is no longer true that the escape key must be bound to to the PACKAGE_OPEN_MAIN_MENU action. Similarly the grave (tilde) key no longer needs to be bound to the action PACKAGE_OPEN_CONSOLE. Also, we made it so more in game menus can be used with only the up and down arrow keys and the enter key.

Capped the player's experience level at 500. Also, the bonus upgrades from level 200 to 500 are less strong (more comparable to the bonus upgrades from levels 0 to 200).

Made the I2 area more friendly by adding more places to hide and more stores.

The primary laser must now hit an enemy in order for the player to get the recharge shield effect.

Now pressing C causes the laser primary to fire, in the same way that pressing R causes the railgun secondary to fire.

Short and long markers can no longer be removed by hitting them with plasma.

1.01.11: Tangerines and tracking markers

Made a tracking marker: any long marker can be set to be the "current tracking marker". The heads up display will show the direction to the tracking marker and the distance to it.

New area in I3: Tangerines. These can be found in Rivers.

New area in I2: Fanatic Rings. These can be found at the top of Fanatic Weeds.

New area in Space/Mylantis: Edge of the world.

New area in Mylantis: Ivory Museums. These can be found inside Iolite Gems.

Added growth on the floor of Montreal Mazes.

Loading the game when not changing the player is much faster. We reuse various loaded data such as moving entities, windows, game scripts, etc.

Blocks now have variables associated to them: bools, ints, floats, etc.

Moving entities created from procedural world generation can now move from chunk to chunk.

Now in addition to the old static global variables that must be declared in the configuration of the package, there are dynamic global variables that can be created and destroyed at any time by the package. Waypoints are now stored in the new dynamic variable system, instead of an older system where there was one file dedicated to storing waypoints.

1.01.10: Faster saving time and less memory

The program now more aggressively discards unneeded memory (chunk changes) and as a consequence saving is faster.

1.01.10: Modified blue mushroom

Modified the center of Blue Mushrooms.