[The changelist for version 1.03 is at the end of this post.]
I want to start by thanking everyone for your support during this past week as Instruments of Destruction launched into version 1.0. It's been a stressful time, for reasons I'll go into below, but it's also a time to celebrate.
Version 1.03 is the last significant update we expect to make to the game for a little while. We've been getting through as much feedback and suggestions as we can from the past week while working on fixing bugs and trying to tweak the game to be the best it can be. Despite the stress of launching the game, having Alan helping to troubleshoot and fix issues has made this past week go a lot smoother than it otherwise would have. He's fixed a number of important, challenging bugs, which has allowed me to focus a bit more on the balance and fun of the campaign.
Campaign Tweaks Versions 1.01, 1.02, and 1.03 have each brought with them some updates to vehicles and missions to improve the campaign. The biggest area of concern was the Boulder Bay missions, which went too far into the "moving boxes" theme, and was just not as much fun as other areas of the game. Two of the Infernal Isles missions also needed some vehicle adjustments, and missions with turrets/drones needed to be tweaked as well. The Kraken also got a bit of a nerf in terms of move speed in 1.03.
Overall, the game is supposed to be fun and varied more than it is particularly challenging (or frustrating or tedious). I feel more confident that the campaign achieves that at a consistent level compared to v1.0 last week. We've also addressed the majority of the technical and control issues that have come up, and the number of negative reviews (angry ones in particular) has diminished compared to the weekend.
A Successful Launch? The launch of the game has been a success by many metrics, but launching on May 10th turned out to be a less-than-ideal time to launch. Hades II stealth-dropped a few days earlier, and then Animal Well also launched suddenly as well. The week was devoid of big games when I chose May 10th as a date, but both of those games garnered a huge amount of buzz and made it harder to get coverage from many outlets and YouTubers.
The game still got some great articles from places like PC Gamer, Rock Paper Shotgun, PCGamesN, and Level 80, but I don't know of any sites that have reviewed the game, and YouTube coverage has been a fraction of what it was for the Early Access launch. A couple Reddit posts I made went semi-viral, and one I put on Imgur went very viral. But Imgur is *not* friendly towards indie video games in 2024, and the post has like 35% downvotes and way more angry comments than supportive ones.
Combined with the sometimes-quite-angry reviews that really didn't like a specific thing or two about the game over the weekend, as well as the skewed wishlist-to-sales ratio (way more wishlists than sales, which surprised me), and I haven't really enjoyed this launch as much as I wanted to.
I've had 2nd thoughts about not using a publisher for a while, and this launch has only solidified the feeling that I should have used one. Alan has been a great help in terms of finishing the game itself, and it would have been great to have a partner to help with promoting the game. Promoting the game is something I just do not enjoy. I'm only ok at it, I always feel like I should be doing more of it, and yet I simultaneously feel like I'm doing too much of it when I do.
What's Next? Version 1.03 will be the last update for a while, unless there's some urgent-to-fix issue. The game is finally as good as I hoped it would be for 1.0, and I'm burnt out. Alan is just starting work on the ports to PS5 and Xbox Series S/X. The game is also coming to GOG.com sooner than later.
I don't have any definite plans for what to add to the game in the future, aside from bonus missions for the Build & Destroy campaign (aka 7 more Sandbox maps along with a few new structures). I could maybe see adding some Expert missions to the Main Campaign. Those would just be remixes of the standard missions with different vehicles and harder objective requirements. Some time away from the game will help me get some perspective on what could be added to improve it further.
So for now, I'm taking a break to work on something else (and enjoy the summer with my family). Hope you guys enjoy the game! - Luke
Here's the full changelist for 1.03:
Revised 3-3 significantly (no more boxes)
Added option to cameramod to disable the cursor while active
Added a small warehouse to 3-4's target area
Added vehicle-building collision scalar/setting to vehicles, affects high speed vehicle impacts
Made Armando (vehicle) use Medium Joint Stabilization to reduce glitchiness
Revised 8-3 so there's no time limit and bonus goal is destruction
Revised turrets to aim a little slower, fire a little less frequently
Revised drones to fire a little less frequently
Slowed down Kraken move speed a little (except 10-5)
Increased range of Valkyrie laser
Reduced angle of camera change caused by zooming in/out (default unaffected)
Added option to prevent thrusters from affecting other objects
Added buttons to remove objects in Sandbox mode (when Place Objects is active)
Added Sandbox mode option to disable invisible walls
Prevent game from saving immediately if you quit right way (possibly wiping out save data)
Prevent progress saving if crystals and stars are both 0
Made map/structure loading overlay use transparent buttons so you can (kinda) see what you loaded
Fixed glow for barrels on mission 4-2 not working
Fixed structure glow failing to work correctly in 2 cases (turning off too fast, and not turning off when it should)
Fixed "Test Destruction" in structure editor being "frozen" in time
Fixed Failing BnD 8-2 objective->Pause sequence in BnD missions (failed instantly on next restart, got stuck)
Fixed vehicle ropes falling from the sky after a dropship despawns (visible on main menu sometimes)
Fixed a couple challenges having reduced controller vibration when they didn't need it
Significantly reduced insane impact blasts from Bomb Launcher and structure collisions
Made ultra-wide (21:9) push the UI elements to the side more (aka expanded max UI width)
Fixed an obscure bug with mouse controls
Fixed Rust Rally (sb12) has the challenge scores reversed
Version 1.02 Changelist
Added "Vehicle Controls" option to remap vehicle control layouts (affects all vehicles when gameplay begins) Added a new vehicle, revised objectives, and modified layout of mission 3-5 Added a mostly new vehicle and modified layout of mission 6-1 Minor tweaks to a couple other vehicles Added "Allow Gamepad" option (enabled by default) so you can disable a gamepad/etc without having to unplug it Made it harder for gamepads to take over menu inputs on accident Swapped weather for mission BnD 7-1 and 7-2 to correspond so the voice lines make sense Show bonus missions on map if all biome missions have been unlocked (regardless of star count) Ignore invisible islands when creating gamepad selection list Fixed pinetrees looking insane in the wind (mission 4-2, etc) Fixed Obsidian Flats checkpoints [Added a couple cheat codes]
Version 1.01 changelist
Added Invert Y option affects gamepad/etc - Invert Camera Y affects the camera and all vehicles that use the right stick (or mouse) for aiming - Invert Left Aim Y affects projectile firing vehicles that aim up/down with the left stick Improved the following vehicles/missions: 3-1, 3-2, 3-4, 3-5, 6-2, 8-2, 9-2 - Vehicles for 3-1 and 3-2, and the map for 3-2, got the most significant updates Added a way to speed up dropship animation (hold SHIFT or gamepad X) Made GP selection more obvious (slight outline of medium/large buttons if using GP) Added mouse sensitivity option Cam shake option now affects UI and earthquake shakes Added new option for shadow strength (1.0 by default, scale down to 0.2) Changed it to always show the Skip Mission button below options in the pause menu Fixed not being able to update creations in workshop Fixed follow-lock camera rotation being too fast Changed Build & Destroy so you can't start it without having completed a couple Main Campaign missions first (or a BnD mission if you've done so previously) Changed Smoother Low FPS to be Min FPS and provide 5 options there instead of 2 (20/24/30/40/60 instead of 40/60) - Should improve SteamDeck playability by a decent amount Show game speed change if not 1.0x in Sandbox, even without stats on No longer syncing PC settings with Steam Cloud (only game progress/vehicles/etc) Tweaked Close Call achievement Fixed Total Destruction achievement Increased the range to swap to a vehicle in front of your current vehicle
Version 1.0 is LIVE!
Today is the day. 1.0 is now live. If you haven't seen the new trailer, here it is:
I'm sleep-deprived and stressed, so I'm going to keep this brief this time. I'll post again next week once my nerves calm down. It's been a ton of work to get this game done. As in the most hours I've ever worked. I just really wanted to get the game done, and to make it the best I could.
It is now done (for now). I will fix bugs. Next week if they're not urgent, sooner if they are urgent. I will add a few more parts and probably more bonus vehicles, sooner than later. Beyond that, I'm taking it easy this summer, going a couple trips, and Alan and I will work on the console ports.
So this is it. Launch day. Sorry this is short, but you don't need to read about the game. You need to play it. I hope you have fun :)
- Luke
(NOTE: Currently looking into an issue with AMD GPUs. Will get that fixed ASAP.)
Version 1.0 releasing on May 10th, 2024!
Let's get the important stuff out of the way first, then I'll ramble on about the game's history, evolution, and what's left to do.
Instruments of Destruction version 1.0 is releasing on May 10th, 2024 (aka 37 days from now). Version 1.0 will include a main campaign with around 50 missions and a separate high-score challenge for each mission. In that campaign, which is designed to be enjoyed by players of all ages, there's no vehicle building required. The secondary campaign, which focuses on teaching the vehicle building mode and more puzzle-style objectives, will have around 25 missions (and 25 challenges). Plus, Sandbox mode will always be there for your mayhem needs.
Other big additions include professional voice acting for the main 2 characters in the game (see below for more details), full text localization into 12 languages, a few new graphical features, and more optimizations. And of course there will be a large number of bug fixes and other minor improvements to vehicle building and some vehicle parts.
We've also got a new trailer announcing the release date. Check it out here:
Before going over the remaining work, let's rewind and see how the game evolved over the course of development:
A Four Year Journey
It's been over 2 years since Instruments of Destruction released into Early Access, and 3 years since the game was announced. I started working on it in January of 2020. It wasn't called Instruments of Destruction at the time, but instead "Debris Inc" The short description for the initial concept doc that I wrote up at the time:
Debris Inc is a physics-heavy destruction-based game. Take down a series of increasingly complicated and interesting structures using a variety of unique vehicles. At the same time, try to avoid doing too much damage to the surrounding structures.
The full doc is only a page long, and a few details are off, but for the most part the description matches how Instruments of Destruction has turned out. The big omission is that there's no vehicle building mode mentioned, as constructing your own machine wouldn't be added until a few months later. The game underwent a number of direction shifts early on, but ended up back where it started, with the addition of vehicle building. There's also less of a focus on "avoiding damaging surrounding structures", though that is an objective in quite a few missions.
The game released into Early Access in March of 2022, and at the time the most comparable game was definitely Besiege (but with modern vehicles and more detailed destruction). However, when I released the game's original Early Access Release Date trailer in February of 2022, another game was mentioned even more often than Besiege: Rare's classic N64 game, Blast Corps. I knew all about Besiege, but had very little knowledge about Blast Corps, other than vaguely being aware of its existence. We'll come back to Blast Corps in a bit, as I wouldn't really pay attention to that for a while.
Over the next year or so in EA, most of my focus was on adding to the vehicle building experience, which meant adding more parts and more powerful editing capabilities, but very little in the way of making the vehicle building more user-friendly. There were some new missions added, and a lot of cool new physics toys and ways to make crazy vehicles, but I really didn't have a cohesive plan for how to finish the game.
I made multiple roadmaps, including plans for a combat-focused campaign with roguelike elements, but I didn't really feel good about where the game was going. It had lots of potential, but I wasn't sure what to do with it. In early 2023, I finally played Blast Corps through Xbox GamePass. Even though it looked dated to my eyes (I'm not a fan of blurry textures), it was also very clear to me: Blast Corps was more fun to play than Instruments of Destruction.
It wasn't really the moment-to-moment gameplay or missions itself that stood out, but the simplicity and flow of the whole experience. It felt rewarding and things moved quickly between missions. There was a variety of vehicles and objectives, and missions were quick and fun. I needed to bring that flow and experience to Instruments, and let the standout elements of the game shine through. For Instruments that means the campaign should focus on vehicles, destruction, and physics.
Fast forward 6 months and the game was featured at the PAX Rising Showcase in Seattle. The new campaign with pre-built vehicles was pretty rough, but things went well. Lines were long, players were returning to play multiple times, and I heard the word "satisfying" a lot. I felt like I finally had a path to finishing the game.
There were some other things to take care of, including redoing the build mode UI to support gamepads and adding a bit more atmosphere to the game, but I finally felt like I could imagine what the final game would look like. And it is remarkably like the original description, though with a lot more "vehicle variety" than I imagined.
The Finish Line Approaches
As of April 3rd, there are 41 playable missions in the main campaign across 9 regions. There are 2 more regions left to finish, and I expect those to go relatively quickly. The secondary campaign will be the focus after that. But those missions are far easier to make than the main campaign's, as they don't require a vehicle, and many will be based on previously-created missions. After the missions are playable, completing the story and writing dialog is the priority. Everything right now is focused on getting what needs to be done so that voice recording can be completed.
We're working with a voice director for the two main story characters: Hendrix (formerly Jenkins) and Mr. Sharpe. We received over 100 auditions for Mr. Sharpe, and over 200 for Hendrix (yes, that was way more than expected). I listened to all the auditions last night, and it was a bit overwhelming to narrow down the field. Final selections will be completed this week, but recording won't happen for a couple weeks at least.
Alan has completed all the technical work for making localization updates a lot easier, along with getting in a number of optimizations and adding support for some graphical features (such as game-resolution scaling). There's one more important optimization to make, but after that he'll be helping clear out the bug backlog and adding quality-of-life features.
Many of the challenges (and vehicles for those) still need to be completed as well, but they are lower priority due to the bottleneck with voice recording. Some of those challenge vehicles will be variants, while some will be unique.
As we've added more missions, we've gotten feedback from playtests that players *want* to use the same vehicles more often. We're not doing that exactly, but we are standardizing the control schemes a bit more, and doing more vehicle variants than originally intended. So the "Roller" (names are subject to change) from mission 2 is seen at least 3 more times in various forms, for instance, and the Shover from mission 4 has at least 2 variants.
My goal has been to have a hugely varied and interesting line-up of vehicles, and we're still hitting that mark. I can't think of any game that has more unique usable vehicles (counting built-in but not user-created ones), but that doesn't mean it doesn't exist. I think the one area where the final lineup is a bit lacking is in the walker category. Making good walking mechanisms that can move moderately quickly and not look janky is very difficult (without animating them in a separate program). I hope to add more walkers in challenges, but my engineering skills seem to reach their limits when I've tried to make them so far.
As you can see, there's still a lot left to do, but the most difficult parts are behind us. I apologize that we've not been responding to feedback or questions lately. Our focus is squarely on getting 1.0 finished. Even if we don't respond, we are doing our best to keep track of all the bugs and suggestions.
If you're wondering if you should buy the game now or wait for 1.0: I'd recommend wishlisting it now, and buying it when 1.0 is released. The game will get a 15% discount on release, and buying it on release day will result in a far more satisfactory experience. You can buy it now if you want to see the beginning of the game, but keep in mind progress in the campaign will be reset for version 1.0.
Thanks again for the patience and support! The finish line is just over the horizon.
Version 0.502 Changelist
NEW STUFF - Added new mission: Down Town to Main Campaign (and two new vehicles) - Added optional output to Attacher part - Added terrain-based vehicle height adjustments when entering build mode (so vehicles aren't under the terrain) - Made zoom in/out function the same in most camera modes - Added SHIFT+ENTER as a shortcut to use the build camera position as the orbit camera position - Optimized level loading so ground is not regenerated unless necessary - Added new "Use AZERTY" option to auto-swap A-Q and W-Z for built-in vehicles - Added shortcut: Hold SHIFT to skip to any mission on the map (on the map screen)
FIXES/TWEAKS - Fixed all sorts of problems with loading/saving steam workshop structures and maps - Force Repuslor parts to always show their local orientation when selected - Fixed camera-relative movement when camera is facing kraken (A Sticky Box mission) - Fixed camera rotating too fast as you zoom out, particularly in the editor - Fixed bug with going into options submenus and camera Y-axis no longer responding - Added some more safety checks to build mode to try fix an issue with playing custom islands from the editor - Fixed changing starting position of springs/pistons not updating connectors - Fixed changing Max Spd setting Min Spd to 0 on Effects part - Fixed changing starting position/etc forcing other angles to 0 for no reason - Starting angle can now always be changed on rotating parts, even if something is connected - Fixed an exception that could be caused by Kraken mega-explosion - Fixed an issue with loading structure-dense levels directly from Sandbox mode - Minor tweaks to UI/font rendering (a little less jagged at high resolutions) - Fixed a minor layout issue for the Lifter (Tentacles Incoming mission) - Fixed an issue where the last 8 keybinds would reset when the vehicle was loaded
Mapping out the Road to the Finish Line
Version 0.501 is now live on Steam. Here's the changelist: * Revised Options menu layout (scrolling list, shortcuts to sections, descriptions of everything) * Changed mission map display to show thumbnail images * Changed local/built-in vehicles to show/use thumbnail images * Improved functionality/usability of capturing thumbnail images for vehicles/etc * Added thumbnails to missions and mission vehicles * Significantly improved smoke rendering speed by rendering it at a lower resolution * Added environment smoke to 2 dust-storm missions * Added smoke rendering options for quality and environment smoke * Smoothed out camera zooming and fixed some other camera issues * Added voice volume ducking and other sound options * Fixed a variety of bugs/issues
0.501 doesn't have a huge changelist, but some of the changes were significant, and the smoke rendering optimization was a big challenge that both Alan and I took multiple stabs at to finally get it all working the right way. The options UI and map UI changes may be more apparent, but those were relatively quick tasks in comparison.
The map UI in particular I'm not 100% satisfied with, so version 1.0 will look a bit different than what you see in 0.501. How it'll be different I'm not exactly sure, aside from it being more animated/rewarding when you return from a mission.
There will almost certainly be a version 0.501a (and maybe 0.501b), but otherwise this is the last update before version 1.0. I still don't have a solid date on 1.0, but late April is still seeming like a reasonable time.
There will be additional news posts here despite the lack of new builds after this week, with the next one very likely to be about the Release Date Trailer.
PUSHING TOWARDS 1.0
The Release Date Trailer will be the start of the promotional push leading up to version 1.0. The goal is quite simple: Have the biggest 1.0 launch day possible. The best way to do that is to have the best game possible, and to build excitement so that everyone wants to play it on launch day.
I think we have a good plan/design to make the game the best it can be, and there is a plan for a good amount of promotional stuff as well. I've never enjoyed promotional work that much, but it can be rewarding to talk to journalists/streamers/etc directly, so I try to focus on that aspect. I'm also getting help from a few people, so I don't have to do everything myself.
There's a lot of work to do, but I'm looking forward to getting it all done. Thanks for all the support along the way!
-Luke
The Last Big Pre-1.0 Update - Version 0.500
Version 0.500 is now live on Steam! This is the biggest update yet, and the last major one before version 1.0. Part of the reason it's such a significant update: For the last 4 weeks, and until the game is done, Alan Lawrance (lead developer of PolyBridge 3, lead designer of Red Faction, and overall amazing programmer) has joined the "team" at Radiangames. Alan is awesome, and we hope to keep working together far beyond Instruments of Destruction. On to version 0.500:
I have not been keeping a full list of the changes, but here are the major elements of this update:
New Campaign missions and challenges and vehicles
New Build & Destroy missions and challenges
Sticky Bomb part, build mode tweaks/fixes, and other part improvements
Destruction improvements and optimizations
Improved mouse controls
Visual changes (smoke particles, UI rendering)
New environments (and new main menu music)
Initial pass of story elements
There are now 11 near-final missions, challenges, and associated vehicles in the main campaign. Two of those missions are essentially the same as previous ones, with 9 new missions joining them to form the first 2 regions of the game. The other 6 missions are still available, but most of those will undergo some significant changes or get removed from version 1.0.
On the Build & Destroy campaign side of things, there are 5 new missions/tutorials and challenges. These new ones are less-directed tutorials for the most part. The almost 2-year missions from previous versions are mostly still available, but they are going to be significantly updated or removed for version 1.0.
Rather than go on more about the rest of the new features, I want to also want to go over what's to come, both in the short-term and the long-term.
THE SHORT-TERM
In this case, short-term means the next week or two. There will be some follow-up improvements that Alan and I will make, with a focus on more performance optimizations and a number of UI updates. A new options menu is the biggest new UI thing coming soon, though the campaign map and vehicle save/load stuff will also get some big changes. The new smoke particles will also receive some performance optimizations and other changes so they don't impact the framerate so much at higher resolutions.
After these smaller updates in the next couple weeks, the game will not receive any further updates prior to version 1.0. We'll still be looking for mission feedback and any bug reports as we approach 1.0, so please keep letting us know what you guys think.
THE LONG-TERM
Here's the plan for the rest of the game prior to version 1.0:
A lot more (30+) Main Campaign missions, challenges, and vehicles
A lot more (15+) Build & Destroy missions and challenges
Localization for all the text (not voice)
Removing/revising some old missions/islands
More varied Sandbox-only islands
More mission types and objectives (esp. combat-oriented missions)
Real voice acting for Jenkins and Sharpe
More optimization
Simple intro and ending animations for both campaigns
More special events/weather (meteor shower, for instance)
More ways to customize vehicle appearance
Lots of bug fixes
Replacing or updating a lot of the bonus vehicles
NOTE: Campaign progress will be RESET with version 1.0.
Basically there's a lot of missions left to do, which is actually not that scary, and a wide variety of smaller tasks that are needed to finish up the game. Nothing is especially risky/difficult, and it's far more fun to work on the game now than it was 4 months ago (hello build mode UI redo).
The scary part is that this is the "real" first part of the game, essentially, and I hope people like it. There will be some nice complementary elements that get improved, like the UI, and the writing/voice acting, and maybe some other things. And I haven't really playtested anything recently, but in terms of gameplay/missions/tutorials/etc, the first part of the game is "ready". After 4 years of development, the game is almost done. There will be some updates after 1.0, but unlike Early Access, I know what I want the game to be, and this is it.
So when will version 1.0 be out? I'm not sure yet, but there will a release date trailer posted here when that's all figured out. That trailer should be out by the end of the month if all goes well, and for the release date, April feels like a safe bet, but you never know.
Winter Progress Report
A new game update is still many weeks away, but I wanted to give a report on the status of the game. I've been jumping between a few different areas of work, with the biggest two being figuring out the campaign mission plan and adding new biomes. I've done other work, like a bit of optimization and improving the streak particle drawing, and I'll talk a little more about the main two tasks. But first a small caveat:
If you want to fully enjoy the game and aren't really into building vehicles, I'd wait to play the game until 1.0 is finished. You can still safely buy the game now since it's on sale, and the price won't this low again until next summer, but the campaign will be *way* better in a few months.
CAMPAIGN MISSION PLAN
Before figuring out the full campaign mission plan, I had to narrow down what Instruments of Destruction is really about, what makes it unique. And it comes down to 3 things: Vehicles, Destruction, and Physics. Those are quite obvious, but focusing on those 3 aspects as the pillars has really helped me figure out how to create a cohesive plan for the missions. This game has too many potential directions to go in, and I needed something to help me get past the decision paralysis that I had been feeling.
Then I used a spreadsheet and just wrote down every mission idea, vehicle, scenario, physics highlight, or other element that I might want to highlight in a mission. I started a second sheet and started copying and organizing these ideas into groups of missions. I'm trying to make each mission semi-unique and fun/satisfying, and trying to emphasize at least 2 of the 3 pillars, if not all 3. Some secondary ideas and previous missions/vehicles will be used as challenges instead of a primary mission.
A third sheet was added so I could make to focus on Build & Destroy campaign missions. Not everything is planned out precisely, but I have a plan for how everything fits together, and I'm nearly ready to start working on missions.
NEW BIOMES
Recently I've been really enjoying working on adding more atmosphere-enhancing elements to the game, such as the new ambient animals, improved skyboxes, rain/thunder. These things don't directly impact the 3 pillars, but they help make the game more immersive and satisfying (to me at least). When I was working on the mission plan, one thing that bothered me was not having enough biomes for all the different groups of missions (each 4-5 missions has a general theme/focus).
So I started adding some new particle settings, and new tree types, and new rocks, and friction for the ground, and a couple other things, and before I knew it I have a bunch of new biomes. I'm not going to reveal them all, and I have to think about if I want to hide a few of them in the map editor (until version 1.0's campaign is beaten).
The ice biome above shows off some of the new stuff, including low-friction ground, snow-pebbles instead of grass, falling snow, and some new trees/rocks. And because of the low friction in particular, it plays a bit different as well. [Friction isn't the only way the biomes affect gameplay.]
HOLIDAY BREAK
I'm taking a week or two off for the holiday break, but after that I'm looking forward to making lots of progress on the game and pushing towards 1.0 in the first half of 2024. If I had to guess on a date for 1.0 on Steam, I'd say March or April is the most likely. I'm not great at estimating times, so we'll see how accurate that is.
Changelist for version 0.426
Added thunder storm system and added to a couple missions (Tentalces Incoming and A Sticky Box) Added Option to disable mouse controls Added Option to disable animals Added Option to disable lightning/thunder Added ambient sound loops to main campaign missions Added 6 more horn sounds to the Speaker Basic part Added "Startle Radius" option to Speaker Basic part (distance to scare animals when activated) Changed grass rendering to make it appear a bit shinier, particularly when raining Reduced BND mission 3 to two towers instead of four Fixed tires receiving torque from vehicle after vehicle explodes Fixed debris parts from destroyable entities sticking around Fixed tutorials showing Space instead of Enter as the button to push to start game Changed automobiles to have slightly staggered explosions (feels much better) Removed Kraken from non-normal missions (in data)