Malfunction II cover
Malfunction II screenshot
Genre: Adventure, Indie

Malfunction II

Malfunction II - V-3.05

Added:



  • Added a save game disclaimer (I've had multiple reports of this feature soft-locking the game upon loading saves and unfortunately it's an engine related issue)
  • Added a stuck button in the pause menu (This should be the best workaround for said issue above. This option does exploit the game so use it at your own risk)


Fixed:



  • Fixed the stone capsules from being destroyed resulting in a slew of errors (LVL1: Side Mission)
  • Fixed the "do not enter" fence from having no collisions (LVL2)
  • Fixed performance issues regarding too many Plague enemy spawns (LVL3: Side Mission)
  • Fixed "Khaidu Ridge" from displaying a black screen when selecting it through the main menu


Removed:



  • Removed overbearing lighting effects throughout the game which overlayed the player's moving effects
  • Removed deprecated controls which interfered with certain elements of the game


Stay tuned for future updates!

Malfunction II - V-3.04

Fixes:



  • Fixed certain Obstruction related scenarios from softlocking the game after clearing the wave (the required kills have been lowered across the board so hopefully this will solve the issue furthermore)
  • Fixed the game from potentially softlocking when entering an Unheaded area of the final mission


Until next time!

Malfunction II - V-3.03

Fixes:



  • Fixed Region 5 (Windfall Dawn) from giving an error when attempting to start an Obstacle
  • Fixed Region 4 (Khaidu Ridge) from giving an error when attempting to start the mission
  • Fixed Dwenguil's aiming reticle from slowly phasing through the ground


Until next time!

Malfunction II - V-3.02

Fixes:



  • Fixed the "Dwenguil Returns" achievement from not unlocking

Changes:



  • Changed the description of "Dwenguil Returns" Steam achievement to be more accurate


Until next time!

Malfunction II - V-3.01

Malfunction II - V-3.01:



Fixes:



  • Fixed the game from not adjusting music volume when attempting to change it via settings
  • Fixed instances of multiple dialogue boxes overlapping each other
  • Fixed the generators from softlocking the game upon completion (LVL3)
  • Fixed from being able to simultaneously activate both generators (LVL3)


Stay tuned for future updates!

Malfunction II - V-3.0

Surprise! Malfunction II - V-3.0 IS HERE!




It's been a long wait yes, but I promise it'll be worth it! Let's discuss some of the biggest additions.

New Narrative:




Dwenguil is no longer alone on the Isolate Chasm- Throughout your journey you'll find many friends who all share the same goal; Stop the evergrowing Plague. Did I mention there's actually a villain now too? I suppose it's also worth mentioning this update closes Malfunction II's story.

Side Missions:




Dwenguil has much more exploring to do! Every level now has a side mission alongside them which branches out entirely new environments, unique puzzles and fun combat scenarios. Seriously, check them out. They're a lot of fun!

New Missions & Regions:




That's right! On-top of the side missions you also get your traditional addition of 2 new missions & 2 new regions. If you've been around since 1.0 you might recognize some of the areas; as they were originally cut but have been completely restored and overhauled.



Intel Database:



If you were around in the Malfunction I days (I salute you), Malfunction I had a very simplistic Journal Note system which essentially gave brief backstories of certain areas/characters. Malfunction II brings back this system but dives a little bit deeper: Each entry you locate includes 5 pages of lore which expands upon the Isolate Chasm, events after Malfunction I, etc.


If you ever locate any, give them a read! They can get rather dark at times but that's fun- right?

Quality of Life Improvements:




Oh boy. There are a LOT of improvements on this update. From re-making models to improving the combat system (LOTS of bug fixes as well); 3.0 introduces not only a lot of additions but fixes as well.





Patch Notes:



Additions:

  • Added NEW NARRATIVE (While the story is still similar, you can now expect new cutscenes, dialogue & new characters)
  • Added 2 NEW levels (These were cut levels that have been completely overhauled and reworked)
  • Added 2 NEW regions (Featuring several new environments, puzzles & combat scenarios)
  • Added 6 NEW side missions (These missions are found whilst playing the story and consist of new environments, puzzles & combat scenarios)
  • Added 3 NEW enemies (All of which feature significant & challenging mechanics)
  • Added NEW skill sets (These skill sets can be unlocked via completing side missions. Skills include: Mortar Scope & Health Extension)
  • Added NEW double jump mechanic (This will be required for certain areas of the game)
  • Added NEW combat system (Dwenguil now shoots bullets which will also display an arrow indicating where the player is aiming)
  • Added NEW Intel Database (Intel will now be scattered throughout the game and consist of lore across Malfunction's universe)
  • Added 10 NEW Steam Achievements
  • Added damage & attack animations to enemies

Fixes:

  • Fixed the game from staying paused after finishing ending cutscene (LVL2)
  • Fixed the game from staying paused after finishing mid-cutscene (LVL3)
  • Fixed several deprecated items still being accessible (LVL3)
  • Fixed the game from abruptly changing or stopping music (Region 2 & LVL3)
  • Fixed the performance of Region 2 (further improvements may be added in the future)
  • Fixed hack screens and terminals from soft-locking the game when pressing ESC
  • Fixed the loading screen from occurring when destroying a new enemy

Changes:

  • Changed ALL Intro Recap images (overhauled and updated)
  • Changed ALL Cutscene images (reworked and updated)
  • Changed Dwenguil's original frame (it has been reworked from the ground up to look more overworn & damaged)
  • Changed Dwenguil's idle and moving effects (they are now more detailed)
  • Changed Dwenguil's trail effects (they have been remade from the ground up to look more in-depth)
  • Changed & overhauled plenty of models throughout the game (boxes, crates, walls, enemies, environmental objects, etc)
  • Changed Barloc enemy: His attacks are now constant & his animations have been re-worked and improved
  • Changed Plague Drone enemy: Model has been completely re-made and split into 3 different variations
  • Changed all Region collectables to be more visible
  • Changed all interactable objects to more visible

Removed:

  • Removed un-used/deprecated assets to save memory & performance (models, sprites, sounds, etc)


This also concludes Malfunction II's Early Access state. This does not mean I'm finished with the game. I'm simply done with the story. Expect to hear more on that soon.

Until next time!

Malfunction II - 11/22 Blog

Hello again everyone!


Instead of leaving you all in the dark I figured I'd throw together a little blog to showcase some things I've been working on in addition to the next Malfunction II update (which will officially be addressed as 3.0)

While the update itself was relatively close to launch, I took a step back and asked myself "how can both new and old players enjoy this update?" Here's what I've concluded.


Side Missions:





Side missions will be optional objectives found throughout the story which will branch out entirely new environments, puzzles and combat scenarios. Upon completion you will be rewarded with upgrades to your character (more on that later). Each and every story mission will include a side mission.


Intel Database:





The Intel Database will act very similar to the Journal Note system of Malfunction I but will take a rather more in-depth approach to the lore. Each entry you collect will unlock an additional chapter (5 pages) of extra lore for you to dig into. It gets rather dark in some areas but it's totally worth a read!


You can expect to find one Intel Entry per-level in sometimes somewhat hidden areas (as shown above).


Quality of Life Improvements:



While this was addressed in the last blog, I want to reiterate here that ALL areas of the game have been revisited- Whether that may be performance fixes, gameplay improvements, model replacements or downright overhauls- Malfunction II 3.0 will tackle a lot of areas most wouldn't notice (ALL of which will be noted in the update log once it's launched)


For example here's a Turret model I've overhauled to look more appropriate to the game's design.


Closing Thoughts:


While I realize the last update (2.0) was launched almost...8 months ago...Malfunction II 3.0 still unfortunately does not have an ETA but progress is looking as good as ever! Fortunately you can expect to see future monthly blogs similar to this one! Until next time, have yourselves a good one!

Malfunction II - September QOL

Hello everyone!


I know there's been a long gap of silence in regards to Malfunction II's status and what's planned for the future. However I'd like to assure everyone right now that the game is still very much in development and things have been shaping up into something special.

Let's discuss some of what you can expect.



New Levels & Regions:





As you can see, I have been hard at work on renovating and overhauling levels that were originally cut from the game. They are COMPLETELY different from their original counterparts.


New & Improved models throughout the game:



While there would be too many models to list here, one I'd like to share with you all is Dwenguil's original frame! I have completely remade his model from the ground up just to emphasize on how much damage his frame has sustained throughout his past.

Dwenguil's effects and animations have also been completely re-worked as well.


Other additions and Quality of Life improvements:



One of the most notable additions coming to Malfunction II are Journal Notes! Yes, they are finally coming back and will dive DEEP into the lore of Malfunction I's aftermath. You can also expect to find journal notes regarding other aspects of the universe as well. Other additions include: New enemies, new combat system, overhauled & improved mechanics for existing enemies, and of course new puzzles!


While there is definitely MUCH MORE on the pipeline, I hope you enjoyed this short little glimpse at to what's to come.



While I don't have an ETA, you can expect to at least hear more very soon.

Have a good one everyone!

Malfunction II - V-2.03

Fixes:



  • -Fixed the level selection from giving the player incorrect variables (this essentially disabled mode switching which prevented progression)
  • -Fixed the level selection from giving the player an invalid amount of HP

Changes:



  • -Changed all of the Region's objective markers (they will now flash green instead of displaying an arrow when entering it's radius)

Malfunction II - V-2.2

Fixes:



  • Fixed the main menu from not loading saves when attempting to
  • Fixed the game from giving no indication when attempting to save