Well the time has now come as we leave early access and release as full game. I have been working on building up the little story along the way through each level to help give the world some life. With thanks to George Turrell who voiced NF-01 and the pickup files along the way, I hope it added that something extra?
Fused isn't a big game, I understand that, but I wanted to explore a cyberworld that wasn't meant to be too challenging, but more of a wonder journey with stunning Tron like visuals to bring some retro into modern games.
Working on this alone has been a challenge and I would like to give a warm hearted thanks to all who have helped me along this journey to release my first game under Ironsmith Studios, and I look forward to taking Skystar Systems further with the next project, Skystar Worlds. Please keep an eye out on Twitter, Facebook and the website for more details to come, needless to say it will be a much much bigger game.
The recent update to bring the game to 1.0 includes:
- The final level!
- Fixes to level 01 fuses that wouldn't delete after activating the fusebox.
- Added atmospheric fog to the outside areas which helps bring a much deeper atmosphere to the surrounding world.
- Updated the pause menu as a bug would cause the menu to disappear but keep the game paused. Now the game won't pause in the background and the UI should work fine (if the UI closes, just press pause again - its a weird one again lol)
- Level 4 end traps seem to spawn the player at the wrong checkpoint which is very strange as its set to go to individual locations. As a precaution, i have set each checkpoint at the end of level 04 to not spawn a barrier, just in case you need to run back.
I will continue to look into these smaller bugs and get them fixed asap.
Full release will go live on Friday 8th March, where the price will also increase so now is the time to grab it before it does. To all who already have, thank you for supporting me with early access. I understand the stigma with Steam Early Access and it means a lot for you to help me through it. Please can you do just that little extra thing? Tell your friends about Fused (it's ideal for kids to kick back and enjoy) Plus leave a comment on the store page as this really would help.
If you have difficulty with any issues in the game, any bugs you may find, please email them to me contact@ironsmithstudios.com or leave them in the review sections and I will get on it asap.
In the words of James Halliday,
"Take care and thanks, thanks for playing my game"
Leaving Early Access!!!
Well the time is near!
This week, fused will be coming out of early access (aim is Wednesday) where the final level and updates with be uploaded and released. I will continue to work on bug fixes after so please keep updating with feedback as it all helps.
A big thank you to all who have helped support me with Fused as its been a very rewarding experience. Thanks to all who have played it and for the positive reviews, not just on here but from other social media, it means a great deal.
Fused will be increasing slightly in price, so grab it now before the price increase to be sure to save a few pennies.
Remember to leave your review comments below as it really does help.
Kind regards
Chris
Ironsmith Studios
Bug Update v.0.1.6.2.5
Good news!
The issue with mouse movement has been resolved. Now when playing, you will no longer need to press the mouse button down to look around. A big shout out to Andrew Sweeting for helping in working this out.
I have also fixed the issue with the pickup files, now the first file will not automatically show before picking up the file in level 1.
I have also tweaked a few sound levels that seemed to be too high or too low.
A new bug has come to my attention on level 1, last puzzle area allows you to spawn fuses yet when you place it in the fusebox, the fuse does not delete itself, however the box activates. This is fine as its not game breaking, all you need to do is just drop the fuse and move on. I will look into why the actor is not deleting and get this update asap.
I have been working on level 5, which will be the last level. I aim to get this complete by the first week of March. Once this is uploaded, I will focus on bug fixes and Fused will finally becoming out of early access. The game is short I understand, but focus is being now put into the next game which will be a much, much bigger game with a tone of content, set in the same universe as fused. More will come of this later on how it ties in.
If you find any bugs, please email them to me using the contact link or use the early access section on the store page.
Thank you all for your support!
Chris
New Content Update!
I am happy to say after plenty of tears and stress, I have finally got a new level up and running along with some new sound effects and particle updates. I have also updated the file pickups which help explain more about the world in which you're playing in.
New Level:
The new level consists of new puzzle elements which have been a nightmare to create, lets just say it was a puzzle to make the puzzles! But I am happy to say they're up and running (i will update the puzzles with the feedback from you guys, so don't forget to use the Steam page to let me know!)
The level is longer than previous and the traps a little harder, but again nothing too bad as it's not meant to be crazy hard. This level takes you more out into the open system where you need to unblock the information pathways to allow the system information to flow freely. The level comprises of a good mixture of puzzles and platforming which I hope you will enjoy.
I am already underway with the final level. This level will have some small puzzles but will ultimately aim to use more platforming skills, especially the boosts and leaps! more to come later on this.
Other updates with this is new sound effects, replacing some old ones with new and also adding some to actors in which had none, for example the green jump now makes a sound each time activated. I also replaced the alarm at the beginning with a new one that's less irritating. I will be adding volume controls soon to the menu options.
The Unreal 4 widget tool that creates the HUD has been having some issues with playing video files plus opening the pages for the files you pick up. This has been re-worked so the documents will open and close with no problems, plus an update icon to show what files have been picked up.
I am still (really annoyingly) trying to work out the mouse button down to look issue on level 1. This has become something so weird that other devs have looked and they too cannot workout the issue. So for now, pressing pause and resume still works fine to clear it. I hope I can get this solved with the next update.
I would really like to thank all of you who have purchased and played my first game. It's been a challenge but a fun one at that. The future projects will evolve around the world of Skystar Systems and the next one will take the franchise even further to an open world game, but I will touch on that later.
Please remember to leave a comment on the store page as this would really help me out.
With thanks
Chris
Ironsmith Studios
Small update!
Hi guys
I have just uploaded a small update to help with the controls. Now you won't be able to pause the game during the opening sequence of the game. This is to help prevent issues that seem to crop up when the game is paused in an animation sequence at the beginning.
I have also placed a note in the opening of the training room as a friendly reminder that I am still working on the issue where the game starts and you need to hold the mouse button down to turn. This issue is bugging me also as I can't seem to narrow down where the problem is. For now a short fix is to just pause the game and then resume. This seems to fix it.
Over the past 2 weeks I have been working hard on getting the next level created. I am 2/3 of the way through, but making a puzzle is no easy task, its a puzzle in making it alone! I hope to role out this new level within the first week of February 2019.
I have also been working on the pre-production for the spin-off game to Fused, Skystar Worlds. For more information, checkout the website or better, join us on the growing Discord server and recieve upto date information on Fused, Skystar Worlds and other topics. You can join HERE!
Thank you for all your support, remember to grab Fused whilst its in early access to get the discounted price, and don't forget to leave a comment feedback on the store page, as this really will help!
Thanks
Mouse controls issue update
Hi all
I am aware that during the start of gameplay, the mouse doesn't turn the character unless you hold down the mouse button. This issue is being looked into at the moment as its something to do with the controls and widget setup (widget is unreals HUD tool)
There is a temporary fix however, as soon as the level starts, press P or ESC to pause the game and simply select resume play, this will allow the mouse to freemove without the need of the mouse button.
Please report any more issues as all feedback helps with making the gameplay better.
Thank you for your support!
Update 01 (Alpha v.0.1.5.5.1)
Hello all,
I am happy to now introduce the first update since release.
The update includes:
Settings - I have now added options for screen resolutions, graphics and fullscreen / window mode. If any issues arrise with these options, please leave a comment as all feedback is helpful in making fixes.
Subtitles - I have now added English subtitles to the game. Subtitles will only for now take effect if the player selects it before creating a new game. If selected during a level, sometimes it may not activate.
Controls - I have introduced two images for control diagrams in the options menu. These will help show what the control setup is for Keyboard/mouse and controller.
Fusebox - I have worked on the Fuseboxes to help with fuse placement as some people noted they had issues placing the fuse first time. By increasing the trigger box, this should help with earlier detection and activate first time.
Blue Boost - I have now set the speed boosts to work without stacking and cancelling out the boost, sometimes causing the boost to stop working all together. Now, the boost will activate and no interaction will happen with another boost until the timer has finished its countdown.
Green Jump - The Green launch pads seems to cause the players to sometimes do short leaps and fall into the deathplane. The issue behind this is down to the players angle of point. If you look down when jumping, it would short jump. To fix this, I have increased the force of jump and speed along with barriers to help catch the player. I will be looking into this further but for now, this should help you move forward with less hassle.
Level 02 Computer Puzzle Room - to help with direction, I have added text to the small computers to help show what controls are to be used.
Level 02 Tesla Coils - I have updated the materials to help direct the player on the tower temple as some players stated they were unsure on what to do and where to go.
I hope these updates help and I am still working on them to make them more stable. I am also currently working on a new level, music and sound effects which I hope to introduce within the next few weeks.
Thank you all for your support with this game.
Chris
Its Release Day!! (patch notes included)
Hello all,
Due to delays with testings and Steam's backlog of tests, I am delighted to say that Fused will be released today 8th January 2019 (10am PST / 6pm GMT)
Again, sorry for the delay. During the delay, further work has been going on with the game as I am currently working on:
Different resolutions
Screen modes (Full and Windowed)
Subtitles.
(This update will happen by the end of this week.)
Updates to come:
New sound effects
Updates to the file pickups
New levels
Additional bug fixes
Current known issues:
Sometimes placing the fuse in the Fusebox takes a few attempts, this is due to an issue with the collision trigger boxes on the Fusebox itself. I will be re-designing the whole mechanic (it will still play the same, pick up and place item).
The HUD display for showing the file pickup sometimes will not show and sometimes will keep appearing. This will be solved with the following update.
Sometimes running over multiple boosts can cancel out the boost or stop one working if constantly running back and forth over one boost.
If you encounter more issues, please leave a message on here or email contact@ironsmithstudios.com
Thanks
Chris
Delay release due to New Year break
Hi all!
Sorry to say but the release date has been put back a few days due to the New Years holiday period. Thank you to all who have been supporting this development, it's been a difficult year working alone, so here is to the new year and I wish you all a happy new year!!!