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Hevn screenshot
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Genre: Adventure, Indie

Hevn

Hevn Updated to 2.5.0.6

Hello there!

Here's a list of the recent fixes for the game:


  • Fixed various color banding related issues
  • Fixed hidden error when exiting to main menu
  • Fixed volumetric lighting intensities and white blob effect at times
  • Fixed player not automatically stepping over certain obstacles properly
  • Fixed various localization issues in the Options menu
  • Fixed character headbob glitching when player stops moving
  • More polish on the various damage particles in the game


Thanks so much for playing and please let us know if you run into any issues. Stay well out there!

All the best,

Larry and Mat

Updates to Combat and Frame Rate

Hello there! We've just pushed an update that addresses some of the droid combat in the game as well as the default frame rate. Here's the specifics:


  • The SkyDroid is now a passive droid in that it won't fire upon the player. It's role is more ambient now however it does track the player to give it a feeling of uneasiness. It still has the same sound effects as well to ramp up the ambience outdoors.
  • The Stationary Turrets have longer durations before firing each projectile. This should provide more time to dispatch of enemies that are more immediate.
  • The default frame rate for the game when initially playing is now unlimited. Before it was capped at 60fps by default. This can always be changed in the Options menu under "Frame Rate".




Hopefully this helps to balance the combat and exploration outdoors. Thanks again for playing and please let us know if you have any issues.

All the best,

Larry and Mat

Hevn 2.5.0 Update and Price Reduced

Hello there!

It’s time for an update! But before we get into it, we just wanted to thank everyone for playing the game and providing feedback. It’s all incredibly helpful. As game developers it really helps us be the best we can be and that’s something we strive for. We realize when Hevn was originally released we were under the spell of releasing a game and well, some external forces reinforced that. But really we don’t want anything out there that we’re not completely proud of - so we hunkered down and spent the last year improving and polishing the game as much as possible!

With that said we’re absolutely excited that we've pushed another very significant update (version 2.5.0.1) full of so many new features, improvements, and bug fixes. Also we've done more playtesting than ever (there's just two of us, really) and found more ways to balance the different aspects of gameplay to make things feel more fun and immersive and stable. To celebrate this update, we’ve reduced the price of the game permanently on Steam and other platforms: www.hevngame.com

If you haven't tried the game or have only just played a portion of it, we encourage you to try it again. We feel the experience is quite an upgrade from even just a couple months ago, especially if starting from the beginning as you're able to learn more about the mechanics as they are revealed.



With that said, here's a full list of the new features, improvements, bug fixes, and known issues:

New Features




  • Added instructions for all Inventory based items in the game. For example you can learn how to use a Sonic Grenade or how effective certain medications, foods, and drinks can be. These instructions mostly happen in the first area which is sort of a tutorial level.
  • Updated the Time Well mechanic - improved sounds, responsiveness, how durations work with it, how thrown items work, etc. There’s an instruction in the game that better explains how it works.
  • Added more detailed particle based HUD damage effects for the player. This provides more visual feedback about what ailments the player is currently suffering from.
  • Added a "Prompt to Investigate" button hint in certain areas to clue the player in on certain important objects that might be nearby.
  • Added Player Attribute bonuses from medications, foods, and drinks (with a maximum of 3 doses each when stacking).
  • Added a new brief introduction cinematic sequence while showing Sebastian’s body. This is to help set the tone of the entire game.
  • Added a weapon recharging mechanic, particles, and sound effects. Also tweaked enemy health damage to balance with the recharging and added graphics to the HUD. This is to help minimize the player from feeling overpowered.
  • Added images and more help tip text during the scene changes to feel more immersed in the world.
  • Added basic reloading animations for weapons.
  • Added more functionality to the Ion Drill and Defibrillator to provide more visible and audible feedback about what they are targeting. It may be distance based or whether the target is alive or not.


Improvements




  • Reduced loading times for all levels.
  • Reduced input lag when moving.
  • Updated the Quick Inventory and Escape Menus to pause the Time Well. This is for better planning and tactics.
  • Updated the player to be able to interact with the world and terminals, and also use weapons, while conversations are happening.
  • Updated visual details during explosions.
  • Greatly improved the performance of the entire game - from physics/collisions, audio, lighting, shadows, meshes, memory usage, etc. We updated our target system specs for this as well. On a relatively newer midrange gaming laptop the entire game now runs well above 60fps.
  • Updated the look and function of the Ion Storm (with lightning) and ensured that it will happen for the player.
  • Updated the hacking effect in menus to happen at a better frequency.
  • Updated Drones and Droids to drop Battery and Energy ammo.
  • Added radio ambient music/sound in various areas throughout the game.
  • Updated player to mantle and walk over small items faster.
  • Improved the distraction mechanic for critters and droids. Throwing an object can cause them to go check out that area.
  • Updated the critters to be passive but also change to a more aggressive behavior when the player is aggressive.
  • Updated enemy health to reduce the damage from explosives properly (i.e. farther away, less damage).
  • Added an outline indicator around the player’s heart in the HUD to show positive/negative effects on the player.
  • Updated some non-gameplay screens and menus to look more polished.
  • Updated certain side quests to feel like you've achieved something.
  • Updated the look of poison particle attacks from all the critters to look much better.
  • Updated stamina to only be used for the Power Sledge. There is a meter on the sledge indicating this. This is to prevent this weapon from feeling too powerful.
  • Updated stamina to always regen over time.
  • Improved the visibility of the Health meters and added support for more of them on screen at once.
  • Balanced how radiation, toxicity, and oxygen affects the player and rate of recovery.
  • Updated the ambient music during combat.
  • Updated items to not drop from Inventory when they are consumed.
  • Updated the Investigation Screen glowiness around the dead crewmates to pulsate.
  • Updated Escape Menu with helpful instructions and reduced the layout.
  • Added more text to show exactly what item the player is interacting with.
  • Updated the AI, sounds, attacks, and movement for various enemies.
  • Updated how the Load Game screen works - easier to use and with animations, etc.
  • Increased flashlight brightness.
  • Added a crouch reticule to show when the player is crouched or prone.
  • Updated explosives and various throwable items to explode when damaged with the Ballistic Drill.
  • Updated more critters to spawn in certain areas.
  • Balanced more of the ammo crates and weapons throughout the levels.
  • Increased frequency of damage for particle based weapons.
  • Updated lots of sounds throughout the game (weapons, elevators, etc.)
  • Updated how the defibrillator damage works and the visual effects (damages multiple enemies in a short distance with a bolt of electricity for each). This is more of an area of attack type weapon where multiple things can be damaged at the same time.
  • Updated the HUD with an animated Time Well meter.
  • Added more ambient dust particles in various levels.
  • Added more shadows throughout various levels.
  • Updated the Scrap Shield to move to center when using the fire button.
  • Added more vocals for Sebastian throughout the levels.
  • Added more cover and objects the player can use in various areas.
  • Updated some meshes throughout the game to look better.
  • Added more path lighting in the outdoor levels.
  • Updated the look of the Bioreserve ice to look better and not warp the screen image.
  • Updated so a clear quest/task is always visible in the Investigation screen. This is to always provide a hint about what to do next.
  • Updated Time Well to trigger an "action" if player fires with no weapon equipped.
  • Updated health meters to be more visible.
  • Cleaned up the reticule area so it's easier to target and see what's going on.
  • Updated some locations of the save consoles to be more useful.
  • Added more droids to various outdoor levels.
  • Expanded laboratory level a bit for the story. There’s a back area to show where some experiments occurred.
  • Updated Mini Map to not show up in certain scenes that aren't relevant.
  • Improved the flying attacks for certain critters.
  • Updated the look of all text messages in the computer terminals.
  • Added GasTank objects to show where fires can be started.
  • Updated the position of the HUD options to not get in the way of reading magazines or tablets.
  • Updated the look of the Ion Emulsifier weapon particles.
  • Updated the visual effect when the player's oxygen levels are too low.
  • Added breath sound effect when the player jumps.
  • Added subtle radio music to the main menu and Main Quarters levels.
  • Updated Quick Inventory menu to show Food Attribute bonuses.
  • Updated vending machines to have lights.
  • Updated and added more geometry to the game.
  • Updated the droids and drones to drop energy and battery ammo.
  • Updated dream scene to play some background music.
  • Updated some levels with dead critter bodies.
  • Updated the name of the saved filename for this version to minimize backwards incompatibility issues.
  • Updated how the game begins to feel more mysterious.
  • Updated voice and increased dialogue for the Daedalus character to feel more intimidating.
  • Updated the look of the first scene of the game to be more dramatic.
  • Added a Fire icon when a weapon that can be fired is equipped.
  • Updated Quick Inventory menu to show how long bonuses will last.
  • Updated how damage from lack of oxygen occurs.
  • Added mapped controller support in the Options for left hand players.
  • Added a “bee type boss” enemy to a couple areas in the game.
  • Updated which weapons are provided to the player as they progress.
  • Updated the combat music to have a bit more texture and alien world feel.
  • Updated MQ to respond to Daedalus statements in some cases.
  • Updated some particle systems to support casting ambient light.
  • Updated color of all Ion based effects to be consistently green (weapons, lightning, etc).
  • Updated the door sounds in the game to sound more sci-fi.
  • Added Blake’s sketchpad which is more useful to the narrative.
  • Reduced First Aid dosages to 2 but are much more effective (for balancing gameplay).
  • Updated all food and water/drinks to support Investigation Screen highlighting.
  • Added an explosive trap by the Quadrant 8 pipe area for a better challenge/opportunity.
  • Updated the look of projectiles for drones and weapons.
  • Updated the outdoor scenes to show a different lighting condition based on the progress of the game.
  • Updated the look of a lot of geometry to have more depth and be affected by the lighting more.
  • Updated some terminal images to be more rooted in the current world.
  • Added reload mechanical sound effects to weapons.
  • Updated ambient music in parts of the laboratory level.
  • Updated the Ion Drill to support limb/position based damage.
  • Updated Sticky Bombs to track enemies from greater distances in a Time Well. You can throw things from farther away and watch them leave a trail as they track the target.
  • Updated the Escape Menu to handle navigating back to the Main Menu.
  • Updated descriptions for controls in the Key Binding Menu.
  • Updated the enemy reactions during combat, repositioning, etc.
  • Updated the look of the Key Binding menu to better match the aesthetic of the game.
  • Added an instruction hint for the first puzzle in the game (and support for failing this puzzle).
  • Updated the reload HUD values to match the values used by the actual weapons (i.e. count based vs duration based).


Bug Fixes




  • Fixed issue with not being able to attack when in a conversation.
  • Fixed issue with the player camera stuttering/jittering during movement.
  • Fixed issues with enemies spawning and transporting to nearby areas.
  • Fixed ladder not disabling while climbing.
  • Fixed some ambient lighting issues in various places in the game.
  • Fixed issues when interacting with something and the weapon/tool you were holding doesn't come back.
  • Fixed various resolution issues when saving/loading a game.
  • Fixed an issue with the player not being able to jump while walking into walls.
  • Fixed issues with fading to black (and audio not fading) when changing scenes.
  • Fixed how retrieving certain Data Packet instructions were not followed by Daedalus starting a hack.
  • Fixed issue with "Eat All" not working in the Quick Inventory menu.
  • Fixed an issue where a dropped item moves abruptly or is launched a little forward.
  • Fixed issue activating suits.
  • Fixed various issues with particle systems not looking right (i.e. faint squares, etc).
  • Fixed issues with materials changing to invalid ones when investigating dead crewmates.
  • Fixed issue with the Player floating when equipping a weapon while walking and jumping on a ladder.
  • Fixed the Time Well icon to not show until the player encounters the Time Well.
  • Fixed some issues with audio still playing when changing scenes.
  • Fixed player not being able to reload or use the Quick Inventory menu in the Time Well.
  • Fixed various meters not working in the Time Well.
  • Fixed Explosives not triggering Interactive Fires.
  • Fixed issue with no collision damage when throwing items.
  • Fixed metal objects sliding around too much.
  • Fixed the Favorite Throw text to look grey when there is nothing left to throw.
  • Fixed how the player is able to interact with certain things but shouldn't be able to.
  • Fixed how the reticule is visible sometimes when it shouldn't be.
  • Fixed certain bite sounds not playing.
  • Fixed Fire Extinguisher particles to be more visible.
  • Fixed controller vibration to not play during scene changes.
  • Fixed various audio related issues with sounds not sounding right with a helmet on/off.
  • Fixed the look of the plants so they aren't so glowy.
  • Fixed various objects being rotated in odd ways.
  • Fixed how Everleigh is attacked by a droid in Quadrant 7.
  • Fixed issue with causing too much damage with certain weapons in the Time Well.
  • Fixed issues interacting with some objects and objects retaining their position when saving/loading.
  • Fixed how damage particles weren't showing all the time.
  • Fixed certain Point of Interest beacons not showing up properly.
  • Fixed various navigation issues for critters, robots, and droids.
  • Fixed various objects not highlighting properly in the Investigation screen.
  • Fixed inventory related messages to be more clear.
  • Fixed the controls to not work when the player is dying.
  • Fixed total play time to display properly in the Escape menu.
  • Fixed an issue with the player showing up in multiple mini map sections.
  • Fixed the huge glowy area in the outdoor levels.
  • Fixed hand scanner in Laboratory not working.
  • Fixed some invalid items that could be inventoried by the player
  • Fixed scene loading background to fade properly.
  • Fixed some droids to wait for the proper trigger for when to be aggressive.
  • Fixed some objects (like the radio) not being affected when in a Time Well.
  • Fixed blood effects to show on top of weapons.
  • Fixed lights in locker rooms not turning on at the right time.
  • Fixed an issue interacting with certain things while climbing a ladder.
  • Fixed certain enemies not casting shadows properly.
  • Fixed various issues while interacting with magazines.
  • Fixed issues with Soviten Gems and ammo not loading properly when leaving a scene and coming back.
  • Fixed certain music trigger elements in the game (music playing over each other too loudly, playing music when it shouldn’t, etc).
  • Fixed defibrillator not firing successively in the Time Well.
  • Fixed various issues loading a game after death.
  • Fixed the feel of the mouse when look acceleration is disabled.
  • Fixed “Drop” option showing up for Settings tablet and also updated to spawn closer to player.
  • Fixed controller detection not working when in a Time Well.
  • Fixed soviten zones sometimes rendering on top of a held weapon.
  • Fixed how some health meters might not show up for enemies.
  • Fixed issues with duplicate Data Packet Reveals showing up on loaded games.
  • Fixed issues with no quest directions in certain free-to-explore periods in the game.
  • Fixed reticules to not be visible in terminals and tablets.
  • Fixed issue where some conversations and game triggers don’t quite fire off properly.
  • Fixed various issues with projectiles not triggering damage properly.
  • Fixed issues not being able to go prone under certain locations.
  • Fixed falling in Soviten Zone to reset Player falling state (so you don’t die after falling in one).
  • Fixed the Examine screen when holding objects being too dark.
  • Fixed certain enemies attacking the player too soon.
  • Fixed the first page of all work tablets to show the page number and number of pages.
  • Fixed issues with the FOV changing during the game.
  • Fixed Sticky Bombs not sticking to certain objects properly.
  • Fixed certain smoke effects to look better.
  • Fixed issues regenerating stamina in certain situations.
  • Fixed all ceiling light fixtures in the laboratory level to be positioned correctly.
  • Fixed geometry around doors to have space where the door can pass through.
  • Fixed Sonic Grenade not opening up on detonation.
  • Fixed some particle systems not being visible at certain times.
  • Fixed being able to delete Data Packet images in the Quick Inventory menu.
  • Fixed issue with the helmet tilting when interacting with certain items.
  • Fixed issue with inverted look not working properly when loading a game.
  • Fixed EMP Device sliding on the ground too much.
  • Fixed Processed Soviten Bomb to not slide so much on walls when thrown.
  • Fixed issues with some dead enemy parts falling through the terrain.
  • Fixed Blake to look better in his pose.
  • Fixed Sticky Bomb colliding with the player in a Time Well.
  • Fixed some of Daedalus’ bots to talk at proper times.
  • Fixed Defibrillator shaking too much when the fire button is held.
  • Fixed Bioreserve Soviten Zone to handle player input/navigation better.
  • Fixed blood particles falling from mid air when nothing is there.
  • Fixed various errors showing up when loading levels in certain conditions.
  • Fixed issue where V-Sync settings might affect the Mouse control speed.
  • Fixed the responsiveness of the Options menus.
  • Fixed the Key Binding Menu not loading saved remapping changes.
  • Fixed audio panning and spatial issues for certain objects in the game.
  • Fixed the Mini Map background from showing up when the player first spawns.
  • Fixed an issue with the Smoke Grenade and Time Well camera effects overlapping each other.
  • Fixed sizing of Particle System damage effects on enemies.
  • Fixed not being able to shoot a SkyDroid projectile before damage.


Known Issues




  • Various UI elements are not updated when changing the language.
  • Doors do not function when the player engages in a narratively important conversation (basically have to wait until the door can be interacted with). We’ve added an “(In Conversation)” text in the HUD to help with this.
  • Not possible to remap multiple actions to the same button/key.
  • Older save files won’t show up in the Load Game screen or potentially won’t work properly in this version.
  • There may be rare cases where the animation isn’t synced with the enemy movement/speed.
  • The player can automatically walk up certain small objects backwards, appearing as though they may be floating (but it’s really stepping back up and over the obstacle).
  • Unable to see more than 20 save files in the Load Save menu.


Thanks again so much for playing and we look forward to your feedback and improving things even more!

Mat and Larry

Milestone Update

Hello there!

We're so happy to announce that we've finally hit our last major milestone update - 2.0.5. This is our "pencil's down" moment. It's been almost 6 years since we left our jobs to create a game. I actually found our first prototype video from years ago: https://vimeo.com/66039524 - you can see the layout of the Kitchen area looks very familiar :). But we're super proud of the game and very grateful for all the amazing feedback and patience from players over the past year! Without your help, the game would not be what it is today.

Hevn today feels new with more balanced mechanics and some new features which we'll share below. We encourage anyone who has tried it before to give it another go. But this also means from here on out we'll shift our focus onto our next game, which we can't wait to share soon. Hevn will still continue to receive bug fixes and incremental updates and who knows where else it can go. With that said, on to the new features and latest updates!

This latest version includes an update to Sebastian's core abilities and is associated with the theme of Time in the game. Due to Sebastian's Lunarfungiosis condition and his exposure to Soviten, he's able to enter a "Time Well". This allows him to stop time and perform attacks and maneuvers that slowly move time forward incrementally. Increasing Sebastian's amount of Resolve increases the number of attacks he's able to perform and decreases the recharge time for this ability. This effectively changes how the game can be played and we're excited to see how players find creative ways to use this ability!

This is a big one - we've made collecting objects in the game much faster! You no longer have to Examine an object before deciding what to do with it. That functionality is still in the Quick Inventory menu, but now you can walk around and pick things up effortlessly.

The logic and attack abilities of the critters and droids has been updated. Not only are they much faster but they can be much more aggressive and there is a new enemy type that guards the nests in the caves. They should provide a good challenge!

There are more environmental puzzles in the game, where using anti-gravity Soviten zones or even the Time Well can be very helpful. You'll know you've hit one because it'll seem like there's no way to get past it. (Honestly, there are usually several ways to solve these puzzles). This also means the levels have gone through a bit of an overhaul to make traversal more fun.

We've added a new throwable device, called an Impact Grenade. This device explodes on impact and can be very effective in the Time Well. We've also balanced which devices and healing items are placed throughout the game.

The damage for the player and other objects/enemies/environment has been balanced. The colorful Soviten Gems that are dropped by dead critters can now be collected to increase Sebastian's Resolve. Also Oxygen, Radiation, and Toxicity levels have been overhauled to be more manageable. There’s also more medicine to handle each.

There is even more backstory and lore updates in the game. These can be read in the tablets, computer terminals, and magazines.

Sebastian's buddy MQ has more dialogue. Hopefully he feels more like a friend and is a part of what is going on.

We've updated the helmet designs and other objects in the game to be more rooted in the world. The Power Sledge is a true powerful melee weapon now.

There have been updates to improve the quality of life in the game, such as what's visible in the Investigation Screen. We've removed things to not get in the way, and also to allow the player to explore and solve navigation puzzles in a more efficient way. There are more options for Look Acceleration and Controller Vibration.

Last but not least, the end of the game has been revamped and improved and is more in line with how we originally wanted the game to end. Check it out and let us know what you think!

That's all for now. We really appreciate everyone who's played the game or provided feedback about the game. To celebrate this latest update we’re putting the game on sale tomorrow. We just can't thank you enough! It really means so much to us.

All the best!

Mat and Larry

Version 2 Out Now!

Hello there!

It's been awhile but we are so excited to say we've released version 2 of Hevn, which includes a lot of major improvements and fixes to not only the gameplay but also quality of life within the game. Let's get to it!

There's an antagonist in the game! You'll meet him after the tutorial level and from then on the gameplay is slightly different than before in that you get to race against his hacking speed to get to a terminal before he can. If you fail, your friend Edna may perish. But never fear as Edna and MQ have ways to assist you while you traverse various terrain and levels. There's some new dialogue to support this new narrative angle as well!

We consolidated all menus into one! This is a grid based menu to view not only your inventory items, but also media such as images and videos that you find in the world. Not to mention the very important terminal data packet clues you'll need to escape.

Saving! There's a new save system in the game where it will auto-save at critical moments (not to mention spots where you can manually save). Most importantly you can load up any of these saves to easily retry sections of the game.

HUD. We've removed a lot of clutter from the HUD, in favor of something simple and icon based. You can still view your player attributes with modules found throughout the world that work when in your inventory. You can even find modules to show the stats of the environment you're in.


  • Added dedicated button to quickly cycle through throwable devices.
  • Improved character models and animations.
  • Updated all menus to use the left stick for navigation.
  • Updated the mini map in the Investigation Implant screen to which direction the player is facing.
  • Updated the mini map to show the hack timer (player has to beat this to the specified terminal).
  • Improved enemy AI, animations, and damage stats.
  • Updated audio sound effects throughout the game.
  • Fixed some lighting issues.
  • Added stationary turrets for combat.
  • Added soviten sticky bombs.
  • Fixed various issues with weapons, tools, and projectiles.
  • Updated HUD when handling tablets so they're easier to read.
  • Updated player movement to be more intentional when mantling.
  • Fixed issues with player getting stuck on certain small objects.
  • Fixed resolution scaling issues for certain UI elements.
  • Updated how the bioreserve level looks with gas.
  • Fixed various issues when adding duplicate items to inventory.
  • Updated the easing when releasing the right thumbstick.
  • Added helpful instructions for tutorial level.
  • Updated soviten to stun enemies.
  • Updated data packet tab in inventory menu to flash when new one shows up.
  • Fixed various issues with saving the state of the game.
  • Added more ammo throughout the game.
  • Updated images to look cleaner for all items in the inventory.
  • Added more objects throughout each level.
  • Fixed issue with sounds getting cut off.
  • Updated how flashlight looks.
  • Updating pathing for the outdoor levels.
  • Added hologram dossiers for each fallen maintenance engineer.
  • Added HUD visual feedback when resolve kicks in as sort of a shield.
  • Updated HUD to show a heartbeat for stamina and first aid for low health (contextual).
  • Fixed how screen shake works so it's with varying intensity.
  • Updated how the Dream level looks and added more tablets to read.
  • Updated the layout of the main menu.
  • Added more narrative related videos.
  • Added antagonist holorobots.
  • Updated nanocells to delay antagonist hacks.
  • Updated particles for various weapons/tools.
  • Reduced the frequency of having to use pin entries.


We still have more updates for the game such as iron sights, smoother mouse movement at fast settings, some Antagonist related things, and a bunch more!

Thanks so much,

Mat and Larry

Here's what the load save screen looks like:



Here's the new menu (we call it Quick Inventory Menu):



And an example of the mini map with a hacker timer active:

Major Update Release - Version 1.1.0.4

Hello! We have a second major release pushed up with a lot of improvements, updates, and bug fixes! We're going to keep continuing to improve the game as best we can.

Here's our latest patch notes:

Major Changes:



Updated Investigation screen to show puzzles and things of interest with color coded highlighting
Updated characters and robot designs for improved immersion
Updated colors on textures, GUI, screen effects, etc (color correction)
Improved performance in all levels
Added a Mini-Map to the Investigation screen (with location of player and data packets)
Added investigation meter to bottom of screen (can be increased by collecting nanocells from fallen engineers)
Added more narrative elements to in-game tablets and dossiers
Removed all existing enemies in the game - most spawn from nests
Added two new creatures and improved look of existing ones
Updated Soft Lock functionality and also to be toggleable (uses new reticules to show it's locked on)
Updated interior lighting for improved ambience

Minor Changes:



Improved performance of enemies on terrain
Reduced overall memory usage
Reduced level load times
Removed floating icons in the investigation screen
Added more puzzles to levels (highlighted in blue in investigation screen)
Minor improvements to meshes and textures of some objects
Reduced the amount of text presented to the player (instructions are more baked into the UI or game environment)
Updated water in Q8 Storage to have a more chemical purple look
Added holograms to various scenes
Updated more animations for critters
Fixed smoke grenade effectiveness
Improved player jump mechanics
Added casualty map to laboratory level
Tweaked combat music to be more atmospheric and how it's triggered
Updated Q8 cave to have a more unique look to it (crystal style rocks, etc)
Tweaked escape menu layout
Added more nests to all levels
Updated effects for insect wings and weapons to blur a little on movement
Added volumetric fog to outdoor levels
Updated how much health is restored for each first aid use
Tweaked storm colors outside
Added more save game consoles to certain areas
More tweaks to enemy AI, movement, and sound effects
Added more details to terrains in all levels
Updated sound effects for weapons and enemies
Updated some particle effects for weapons
Updated the look of all enemies
Simplified the look of the reticules
Updated soft lock to make it easier to lock on enemies at a distance
Added dead grass to terrains outside for better look
Updated look of terrain when lit up
Updated resolution of soviten zones
Updated the look of the nests to appear soviten affected
Fixed some interactivity issues with object triggers
Improved look of glass in the game (and added subtle helmet glass)
Added power generator to each level that can turn on all lights

Bug Fixes:



Fixed issues with enemies spawning when nest is dead
Fixed hevn facility outside not casting a shadow
Fixed issues with some lights not turning on in levels
Fixed Q8 Storage water not lowering enough when solving puzzle
Fixed some issues with decals showing up on enemies
Fixed Sky Droid shooting itself
Fixed drill pumps floating in the game at times
Fixed Lucie's engine fire looking too slow
Fixed responsiveness of Ion Emulsifier and Flamethrower
Fixed some lights not looking volumetric at all
Fixed issues with particles hanging around after being shot/collided
Fixed Ion Drill bullets shooting slowly
Fixed Edna code entry to use proper navigation input
Fixed footsteps not glowing with special helmet
Fixed some level design issues where player can fall off the map
Fixed issues with damaging nests
Fixed some issues with audio popping in and out
Fixed solar panels facing player after fixed
Fixed reflection issues in some levels
Fixed recoil for Ion Drill (also does not shoot while recoiling anymore)
Fixed recharge areas not updating helmet filter capacity
Fixed not being able to throw breadcrumb lights far
Fixed issue with crouch and prone taking too long
Fixed flamethrower weapon clipping with helmet/masks
Fixed fire in laboratory server room
Fixed issue with player tablet not rotating camera quickly enough
Fixed some movement and rotation issues for Sky Droid
Fixed white cloudy look by static lights
Fixed upper right transmission screen text size
Fixed critters still highlighting after death
Fixed damage from fire, ion, and cold to happen over time after initial contact
Fixed issue with frame rates dropping when scene loads
Fixed recharge message when wearing an oxygen mask
Fixed some player image effects
Fixed issues using Soviten Rocks from one level in another
Fixed some object pop-in issues
Fixed more typos

All the best,

Larry and Mat

Major Update - now on version 1.0.4.1

Hello there! We've pushed another large update with some important fixes and updates. Some notable ones:

<*> Updated the enemy AI behavior considerably (feels more rooted in the world)
<*> Updated Target Assist to be off by default (holding shift/left trigger enables it)
<*> Updated the Ion Drill to work more as a long range weapon using a mini-screen that zooms and has less rounds per reload
<*> Updated player inventory to support 8 items per slot for most items
<*> Updated enemies to show an exclamation point above them in the Investigation Screen to indicate threat level (orange = aware of player, red = attacking player)
<*> Added soviten rocks that can be inventoried and destroyed to create a soviten zone (i.e. vertical zero-g tube) in any spot

Here's the complete list from this update as well as since the last post on Jan 27:


  • Added destroyable rock, pipe, and tower areas
  • Updated droids to be able to shoot things around the player
  • Increased amount of resolve from each enemy death
  • Fixed issue with Ion Drill bullets not colliding properly
  • Updated critters to use a "hive mind" (attack one and it may scream and call for help from nearby critters)
  • Updated player death sequence
  • Fixed issue updating Quick Menu after dropping item
  • Added more blood and damage particles during combat
  • Fixed issue with Sonic Grenade floating too high
  • Added ability to move slightly in the air while falling/jumping
  • Removed the ability to "Activate" certain throwable items when holding them
  • Updated so that first throwable item is automatically enabled (visible in the bottom right of the HUD)
  • Fixed various issues updating the inventory menu when interacting with or dropping items
  • Fixed issues equipping weapons from within the inventory menu
  • Updated Bioreserve to use more of the jumping mechanic (elevator is broken, more platforms, etc)
  • Added wall barriers in sensitive areas that trigger droid combat
  • Improved the look of particles for several weapons
  • Updated how the soviten zones look and work (there's no more damage)
  • Added large soviten rocks that can be destroyed to create a taller zone
  • Updated soviten zones to apply vertical force when there is no player input
  • Improved ease of movement in soviten zones
  • Fixed issue with some particles not triggering on enemy death
  • Updated a lot of sound effects in various areas
  • Fixed issues with certain objects hovering in the air
  • Added more statements for MQ that trigger in certain situations
  • Fixed explosives to cause damage and apply force by distance radius
  • Fixed issue with being able to save the game while falling (player must be on the ground)
  • Updated droids to use an evasive move when in combat
  • Updated more critters to separate into pieces on death
  • Fixed various navigation issues with the enemies
  • Increased flame thrower distance
  • Added a soviten puzzle to Quadrant 7 Storage level
  • Fixed issues using the Hacking Device to hack pin entries and terminals
  • Fixed issue with Laboratory location not showing up in the Investigation screen
  • Several tweaks to levels to help improve performance and chance for encounters with enemies
  • Updated the health meters to be larger, clearer, and more squarish
  • Fixed the resolve color to not use dark blue
  • Added a new structure to investigate in the Quadrant 7 area
  • Fixed issue exiting a tablet causing the player control to freeze
  • Fixed scrap shield image not showing up in player inventory menu
  • Fixed how some light sources appear as "orbish"
  • Fixed some animations for some critters
  • More polish on the terrains by painting certain areas to look more natural
  • Fixed some environmental 2D sound effects to be in 3D
  • Fixed issue waking up from dream and the screen not looking groggy/confused
  • Fixed issue with NXT explosive bouncing and rolling too far
  • Updated the look of the critter footstep particles
  • Added hologram objects in Laboratory level
  • Updated how player takes damage from critters (when poison collides with players instead of with the rising smoke)
  • Updated the Media Gallery Menu to auto-zoom on recently imported images
  • Fixed the speed of the player falling from great heights
  • Fixed issues not exiting terminals in certain cases
  • Fixed errors using explosives and other weapons when changing levels


Best of luck out there!

Larry and Mat

Minor Update - Combat, Player Vocals, and More

Hello again!

Another update improving several aspects of the game including the player vocals when taking damage, how combat looks (more blood and stuff!), etc. Here's the details:


  • Added transparent wings to some critters to look more scary
  • Fixed some enemy behaviors and improved aesthetics during death
  • Updated Key Binding menu to work with controllers
  • Updated enemy damage FX to happen more frequently and look more visceral
  • Updated damage for certain weapons to be handle "damage per second"
  • Updated animations when some enemies take damage
  • Updated player to show a blur effect when taking damage
  • Added more and updated floating green rocks outdoors
  • Updated player vocals to use normal sounding hurt sound FX
  • Fixed issues with certain buttons/keys not showing sprites in instructions
  • Fixed minor bug loading scenes in some levels


All the best!

Mat and Larry

Minor Update - Key Binding and AI

Hello! We've got another update pushed up with some pretty cool things:

* Key Binding - In the main menu there is a very rough version of a way to handle key binding. It has some flaws (i.e. have to use ESC to exit it right now, doesn't quite work fully with controllers, etc) but we hope to iron all that out soon enough. It does work for keyboard/mouse at the moment and thought it might be useful, even in its current state.
* Weapons - Updated the first weapon in the game to be a flamethrower and the next to be an Ion Emulsifier/Power Sledge. This is to balance against the enemies in the beginning of the game.

* Updated datagraph data for weapons to be more useful
* Added slight trail to the powersledge
* Updated some sound fx for the powersledge
* Updated weapon soft lock to kick in from farther away
* Fixes to the enemies for re-positioning on uneven terrain, chasing the player, landing after flying attacks, more dramatic and random speed changes, impact ‘stuns’ interrupt… critter ‘shakes it off’ and keeps going or retreats
* Updates to critters to use a different sound for movement, power sledge registers an impact on critter
* Updated the scale of some enemies

That's it for now. All the best!

Mat and Larry

Another minor update!

Hello there!

We've just pushed another minor update that addresses several issues with the sound and ambience of the game, among other things. Here they are:


  • More AI updates to improve combat feel and enemy behavior
  • Added more sound effects for sand beetles
  • Updated prologue screen colors and the look of the planet/storms
  • Updated main menu options to fade in a bit better
  • Updated sound effects in main menu for different options
  • Updated the look of the "bullets" in the game (particles last longer, trails are visible even when spamming, etc)
  • Fixed audio filtering issues in several areas of the game (with helmet on/off, etc)
  • Fixed some instructions to use the correct button mapping
  • Updated player to throw "grenades" with left hand when power sledge is equipped
  • Added more MQ narrative statements
  • Fixed reverb handling in the game (added subtle reverb outdoors)
  • Updated sky droid sounds


We've also started implementing some basic control mapping support. Hope to have that available soon! :)

Thanks!

Larry and Mat