Organosphere V0.8.5 1. Finally added Steam achievements, kicking off with 15 achievements for now. More will be added soon. 2. Increased performance and graphics quality 3. New main weapons 4. New weapon ADS scope visuals 5. Crisp new visuals, removed the need for post processing based image sharpening 6. New ranged (and armored) insect enemy - giant parktown prawns 7. New AAA volumetric blood 8. Removed game's dependency on Maya entirely 9. Removed all JS, made codebase 100# pure C# [The project is about 10 years old now so needed some serious cleaning] 10. New environment models 11. New info-pad model 12. Improved menu character illustration 14. Increased rarity of certain pickup items 15. New Carnivorous plant type enemies. 16. Refined occlusion culling data 17. Cleaned up city geometry a little 18. Improved game performance 19. Decreased max ammo amount on weapons 20. Improved ambient occlusion visuals 21. Improved Anti-Aliasing performance 22. Made office mission first objective more clearer (once reaching lab) 23. Improved rotation of volumetric fog when moving around 24. New "Ammo Drone" refuel points 25. Upgraded Unity engine version from 2018.2.1f to 2020.3.6f 26. Optimized project build size (as well as actual source project size) 27. Improved GFX quality, made ultra the default.
Organosphere V0.8.4
A very minor update, focusing on some requested features from users as well as some general improvements
--------- Organosphere V0.8.4 --------- 1. Added new minibus taxi model 2. Added invert mouse option 3. Added god mode to options for testing purposes 4. Added no UI mode to options for cinematic recording 5. Also added no enemy mode to options for exploration and testing 6. Changed main menu again, as is now tradition 7. Made infopad text easier to read in "scoped" mode and fixed a minor typo on the tablet 8. Improved loading screens 9. Removed unnecessary crashed apache helicopter 3D models 10. Fixed missing wall collider in nature reserve 11. Replaced starting campfire with an mbawula 12. Improved game ending sequence
Organosphere V0.8.3
V0.8.3 1. When engaging in dialogue with an NPC - you can now skip any sentences with space - making the game essentially 200% more speed run friendly. [I like to zoom through the game and finish the story in 2 hours myself. And when I do this, the NPC dialogue systems drove me INSANE. So now being able to skip dialog so easily - what a dream.] 2. Fixed frame rate issues caused by moving trigger colliders on enemies, 3. Optimized scorpion physics when not visible and pathfinding performance 4. Improved SMG on screen appearance 5. Added Image Sharpening algorithm as optional in graphics settings - this setting is best for lower quality monitors, for higher quality monitors it may produce artefacts. 6. Added SSAO/Ambient Occlusion as optional in graphics settings 7. Added sun shafts/god rays to graphics settings 8. New main menu 9. Added mission waypoint markers to nature reserve section 10. Made graphics options menu parameters easier to identify 11. Slight performance optimizations to world geometry 12. Fixed issues with pause menu on square resolution types 13. Removed all unused shader channels on UI canvas elements 14. Improved enemy feet position on ground 15. Optimal graphics settings in options menu now highlighted in yellow 16. Neatened sliders in options menus 17. Fixed issue causing real-time reflections to look over washed on low graphics settings 18. Increased shadow draw distance on lower graphic settings
Organosphere V0.8.2
It's time to talk about the plans for Organosphere! I recently dropped the biggest update thus far - V0.8 - based on feedback, analytics and YouTube videos from over 2,000 players between 2018-2021 This is a supplemental update, and part of a planned set of 20 updates, this being update 3/20 This process will take anything from 1 year to 2, or more. There is no time limit, and all feedback is welcome. The most important thing is making Organosphere the best game that it can be, whatever it takes. The main goal of Organosphere has been to capture a unique single player campaign story in the unique and strange real world city of Johannesburg South Africa if it was to be overtaken by nature, seen through the eyes of the protagonist Carolyn : Number 9. The latest version of Organosphere is the closest version of that goal to date since it's release over 3 years ago. But there is still much to do! Lets get to it then! Latest changes listed below.
V0.8.2 Changes: 1. Improved info pad appearance 2. Improved info pad zoom 3. Added info pad zoom effect 4. Zoom pad now shows total game stats as well as current objective 5. Game stats also include story progress as well as all found collectibles and locations to discover. 6. Improved A.I. navigation mesh by adding an additional height mesh to the navigation system 7. Improved sniper rifle on-screen appearance 8. Fixed misaligned muzzle flash on SMG weapon 9. Made SMG muzzle flash not interfere with scoped/ADS view 10. Made default music volume 30% softer 11. Made enlargement posters more realistic 12. Added new character vocals for comms tower ambush section 13. Demolished the sandanani investments building and its surroundings 14. Created some new areas and rearranged a few items in the city 15. Fixed some terrain culling issues from very far distances and koppies 16. Greatly decreased player fall damage by over 100% 17. Improved sleeping pause menu font and UI 18. Added new options menu slider handles 19. New main menu 20. Fixed numerous annoying small bugs and LOD/Mesh issues
V0.8.1 Changes: 1. Fixed unrealistic left arm position on SMG weapon 2. Optimized performance, memory consumption, file size - the works - as per usual 3. Removed deprecated controls and settings from option menus 4. Fixed assault rifle on-screen scale 5. Made default field of view 65 degrees (feel free to adjust to taste) 6. Made default music volume 50% 7. Fixed reversed normals issues on AR Model 8. Fixed AR on-screen hip firing and sprint position 9. Improved flamesaw appearance 10. Improved flamesaw running animation 11. Neatened controls/options menu UI 12. Made assault rifle metal material more realistic 13. Improved info pad appearance 14. Added Assault Rifle to standard starting load out 15. Fixed "null texture passed to GUI.DrawTexture" error in inventory system 16. Fixed some missing door colliders in the city level 17. Removed flame-saw from standard starting load out, but added a pickup item 30 seconds from starting location, as well as in other easy to find locations 18. When shooting phone boxes, the coins now explode out of the proper place 19. Additionally, the coins that explode out of a phone box can be collected for points that affect your total game score 20. Fixed a few more LOD popping issues 21. Improved & re-baked AI navigation mesh, plugged up some holes 22. Disabled [not removed] all enemies from inside office hub 23. Made flash-light automatically activate in cave/mines underground levels 24. Fixed a bug where professor conversation can be loaded from beginning if game is loaded during generator location mission 25. Fixed bug causing player to enter back from haibonium mission shining their torch in the professors face even though the power has been restored 26. Ensured that flashlight will always be on when you need it during inside office missions, and always off when the generator power has been restored. 27. Fixed a random plunger in the road that was stuck in the ground, making it a random plunger in the road that is in fact on the road. 28. Fixed some dry leaf decals in gutters that were affected by Z-Fighting 29. Removed unnecessary "Note" pickups - formatted others 30. Many other additional small bug fixes and improvements/changes
V0.8.0 Changes: 1. Fixed blurriness issues 2. Made game easier [life is hard enough] 3. New color grading 4. Added quick save and quick load [F5 and F9] 5. Fixed weird thumb rotation [All weapons] 6. Improved NPC appearance 7. Removed annoying tutorial popups from start 8. Made pain sounds less incessant 9. Made only able to sleep up to 8 hours 10. Improved weapon on-screen appearance 11. Improved vegetation and grass 12. Improved graphics in general 13. Optimized performance 14. Increased enemy draw distance 15. New game intro + removed helicopter from start 16. New character design variation 17. New scorpion enemies in 3 different variations 18. Can now close info popups by simply pressing spacebar 19. Added Flame-Saw to standard starting roll out 20. Decreased repetitiveness of certain details 21. Removed random couches from the street 22. Made firing sounds slightly softer 23. New logo and UI color theme 24. Bigger headshot headboxes for enemies 25. Added Unity logo splash screen 26. No more enemies in the very beginning of the game 27. Simplified core gameplay loop to focus on old school FPS mechanics 28. Better hit feedback and blood on enemies 29. New SMG/Assault Rifle type weapon 30. Added multiple Bass Cannon pickups inside office level 31. Added kill notification / XP reward sound 32. Optimized terrain grass rendering performance from 16x to 128x 33. Current mission objective can now be accessed via PDA [Weapon "3"] 34. Removed fallen pylon blocking road near Sentech tower 35. Neatened menus and UI in general wherever possible 36. Made weapon swaying less jittery when using mouselook 37. New music by Twelv / Product Zero 38. Added new realistic flame effects for flame thrower fire propagation 39. Changed mission 1 flow entirely, from the starting point to the power station tower 40. New game starting point set piece and intro NPC characters 41. Optimized scene geometry, removed a few models and buildings 42. Fixed LOD Popping issues on high graphics settings 43. Re baked both navmesh and occlusion culling matrix for new optimal settings 44. Improved numerous PBS Material properties on world models 45. Removed half the enemies in office level 46. Bass Cannon now uses only single fire mechanic - not auto 47. Improved terrain splatmap texturing and heightmap resolution as well as perlin distance normals 48. Fixed perlin normal terrain issues from 30 fade length to 300, making for more realistic terrain in distance 49. No more "Weapon Zero" / "Un-Armed" when switching between weapons 50. Optimized Time Of Day sky dome cycle algorithm 51. Improved day/night transition appearance and lighting 52. Made night time shorter 53. Fixed issues with terrain parallax occlusion mapping extrusion 54. Realtime synced sun shaft/god ray color to current sky dome ambient lighting color 55. Added rigid bodies to critter type enemies to allow them to break boxes and push objects out of their way 56. Fixed numerous internal bugs that now allow for faster development and iterations 57. Made flash light auto turn on at night time 58. Made weapon pickups and other essential items more obvious 59. Made flamethrower not burn the roads and other extremely large objects that cannot be burnt 60. Improved environment modelling arrangement 61. Optimized decal system internals, also removed unnecessary decals. 62. Optimized game build size and memory consumption 63. Removed camera lens dirt option entirely 64. New info popup UI design and interface 65. Removed all references to third person mode in the code in any shape or form 66. Made enemies not look like shiny latex 67. New pause menu + new pause menu UI 68. New inventory menu + new inventory menu UI 69. Improved distress signal audio, added more glitches and vocal tonality 70. Made player unable to be damaged while game is paused 71. Flame saw recharge now just shows "Charging/Ready" in the Ammo HUD section instead of float decimal values 72. New realistic flamethrower flames/fire and smoke for the flame-saw :) 73. Flamesaw charge now shows actual amount indicated by a light tube on the actual weapon 74. Improved Flamesaw on-screen appearance and orientation 75. Removed a gate that I really liked because I UV Captured it from a random gate down the road where I live but it actually looked super shit. 76. Built some new walls in the city to guide the player to better paths 77. Added main menu button UI sounds and new layout 78. Made office door take you directly to the top floor for easier navigation 79. Improved Bass Cannon appearance and ability as well as general feel of fun 80. Made Ultra GFX Setting the default setting when starting the game 81. New main character voice 82. New radio transmission computer voice for mission objectives 83. Made weapon pickups for weapons you already own not give you infinite ammo 84. New inventory U.I. 85. New "Travel" menu U.I. 86. Made loading screen text more informative and useful 87. New info pad design, (for viewing current mission objective or locating haibonium) 88. Made wasps not infinitely respawn after dying every single time 89. Improved nature reserve lighting and overall appearance 90. Removed motion blur and improved post processing settings for interior levels, including screen space reflections and ambient obscurance 91. Improved lighting and materials in underground cave level 92. Improved center of the earth final boss fight 93. Created a system to try and prevent navmesh based critter enemies to not attack you in single file 94. Largely simplified unnecessary geometry details to focus more on gameplay than environment 95. New info pad design that also is illuminated at night for easy objective info at any time 96. New "Weber" type braai models with specular and metallic mapping 97. Removed skeletal "Tree Zombie" prototype enemies left over from Alpha Build 98. New office head scientist NPC dialogue UI color scheme 99. New sleep control menu UI, also made sleep locations more rare 100. Added an on-screen low health warning for when health drops below 20 101. Made exit in game take you back to main menu and not exit to desktop 102. Fixed issue where SMG weapon [4] was not properly aligned until after first shot 103. New incoming radio transmission system sound SFX 104.Fixed many many many MANY bugs and texture issues, as well as actual gameplay/feel improvements - feel free to suggest more. :)
Organosphere V0.8.1
It's time to talk about the plans for Organosphere! I recently dropped the biggest update thus far - V0.8 - based on feedback, analytics and YouTube videos from over 2,000 players between 2018-2021 This is a supplemental update, and part of a planned set of 20 updates, this being update 2/20 This process will take anything from 1 year to 2, or more. There is no time limit, and all feedback is welcome. The most important thing is making Organosphere the best game that it can be, whatever it takes. The main goal of Organosphere has been to capture a unique single player campaign story in the unique and strange real world city of Johannesburg South Africa if it was to be overtaken by nature, seen through the eyes of the protagonist Carolyn : Number 9. The latest version of Organosphere is the closest version of that goal to date since it's release over 3 years ago. But there is still much to do! Lets get to it then! Latest changes listed below.
Organosphere V0.8.1 1. Fixed unrealistic left arm position on SMG weapon 2. Optimized performance, memory consumption, file size - the works - as per usual 3. Removed deprecated controls and settings from option menus 4. Fixed assault rifle on-screen scale 5. Made default field of view 65 degrees (feel free to adjust to taste) 6. Made default music volume 50% 7. Fixed reversed normals issues on AR Model 8. Fixed AR on-screen hip firing and sprint position 9. Improved flamesaw appearance 10. Improved flamesaw running animation 11. Neatened controls/options menu UI 12. Made assault rifle metal material more realistic 13. Improved info pad appearance 14. Added Assault Rifle to standard starting load out 15. Fixed "null texture passed to GUI.DrawTexture" error in inventory system 16. Fixed some missing door colliders in the city level 17. Removed flame-saw from standard starting load out, but added a pickup item 30 seconds from starting location, as well as in other easy to find locations 18. When shooting phone boxes, the coins now explode out of the proper place 19. Additionally, the coins that explode out of a phone box can be collected for points that affect your total game score 20. Fixed a few more LOD popping issues 21. Improved & re-baked AI navigation mesh, plugged up some holes 22. Disabled [not removed] all enemies from inside office hub 23. Made flash-light automatically activate in cave/mines underground levels 24. Fixed a bug where professor conversation can be loaded from beginning if game is loaded during generator location mission 25. Fixed bug causing player to enter back from haibonium mission shining their torch in the professors face even though the power has been restored 26. Ensured that flashlight will always be on when you need it during inside office missions, and always off when the generator power has been restored. 27. Fixed a random plunger in the road that was stuck in the ground, making it a random plunger in the road that is in fact on the road. 28. Fixed some dry leaf decals in gutters that were affected by Z-Fighting 29. Removed unnecessary "Note" pickups - formatted others 30. Many other additional small bug fixes and improvements/changes
V0.8.1 Changes:
V0.8 Changes: 1. Fixed blurriness issues 2. Made game easier [life is hard enough] 3. New color grading 4. Added quick save and quick load [F5 and F9] 5. Fixed weird thumb rotation [All weapons] 6. Improved NPC appearance 7. Removed annoying tutorial popups from start 8. Made pain sounds less incessant 9. Made only able to sleep up to 8 hours 10. Improved weapon on-screen appearance 11. Improved vegetation and grass 12. Improved graphics in general 13. Optimized performance 14. Increased enemy draw distance 15. New game intro + removed helicopter from start 16. New character design variation 17. New scorpion enemies in 3 different variations 18. Can now close info popups by simply pressing spacebar 19. Added Flame-Saw to standard starting roll out 20. Decreased repetitiveness of certain details 21. Removed random couches from the street 22. Made firing sounds slightly softer 23. New logo and UI color theme 24. Bigger headshot headboxes for enemies 25. Added Unity logo splash screen 26. No more enemies in the very beginning of the game 27. Simplified core gameplay loop to focus on old school FPS mechanics 28. Better hit feedback and blood on enemies 29. New SMG/Assault Rifle type weapon 30. Added multiple Bass Cannon pickups inside office level 31. Added kill notification / XP reward sound 32. Optimized terrain grass rendering performance from 16x to 128x 33. Current mission objective can now be accessed via PDA [Weapon "3"] 34. Removed fallen pylon blocking road near Sentech tower 35. Neatened menus and UI in general wherever possible 36. Made weapon swaying less jittery when using mouselook 37. New music by Twelv / Product Zero 38. Added new realistic flame effects for flame thrower fire propagation 39. Changed mission 1 flow entirely, from the starting point to the power station tower 40. New game starting point set piece and intro NPC characters 41. Optimized scene geometry, removed a few models and buildings 42. Fixed LOD Popping issues on high graphics settings 43. Re baked both navmesh and occlusion culling matrix for new optimal settings 44. Improved numerous PBS Material properties on world models 45. Removed half the enemies in office level 46. Bass Cannon now uses only single fire mechanic - not auto 47. Improved terrain splatmap texturing and heightmap resolution as well as perlin distance normals 48. Fixed perlin normal terrain issues from 30 fade length to 300, making for more realistic terrain in distance 49. No more "Weapon Zero" / "Un-Armed" when switching between weapons 50. Optimized Time Of Day sky dome cycle algorithm 51. Improved day/night transition appearance and lighting 52. Made night time shorter 53. Fixed issues with terrain parallax occlusion mapping extrusion 54. Realtime synced sun shaft/god ray color to current sky dome ambient lighting color 55. Added rigid bodies to critter type enemies to allow them to break boxes and push objects out of their way 56. Fixed numerous internal bugs that now allow for faster development and iterations 57. Made flash light auto turn on at night time 58. Made weapon pickups and other essential items more obvious 59. Made flamethrower not burn the roads and other extremely large objects that cannot be burnt 60. Improved environment modelling arrangement 61. Optimized decal system internals, also removed unnecessary decals. 62. Optimized game build size and memory consumption 63. Removed camera lens dirt option entirely 64. New info popup UI design and interface 65. Removed all references to third person mode in the code in any shape or form 66. Made enemies not look like shiny latex 67. New pause menu + new pause menu UI 68. New inventory menu + new inventory menu UI 69. Improved distress signal audio, added more glitches and vocal tonality 70. Made player unable to be damaged while game is paused 71. Flame saw recharge now just shows "Charging/Ready" in the Ammo HUD section instead of float decimal values 72. New realistic flamethrower flames/fire and smoke for the flame-saw :) 73. Flamesaw charge now shows actual amount indicated by a light tube on the actual weapon 74. Improved Flamesaw on-screen appearance and orientation 75. Removed a gate that I really liked because I UV Captured it from a random gate down the road where I live but it actually looked super shit. 76. Built some new walls in the city to guide the player to better paths 77. Added main menu button UI sounds and new layout 78. Made office door take you directly to the top floor for easier navigation 79. Improved Bass Cannon appearance and ability as well as general feel of fun 80. Made Ultra GFX Setting the default setting when starting the game 81. New main character voice 82. New radio transmission computer voice for mission objectives 83. Made weapon pickups for weapons you already own not give you infinite ammo 84. New inventory U.I. 85. New "Travel" menu U.I. 86. Made loading screen text more informative and useful 87. New info pad design, (for viewing current mission objective or locating haibonium) 88. Made wasps not infinitely respawn after dying every single time 89. Improved nature reserve lighting and overall appearance 90. Removed motion blur and improved post processing settings for interior levels, including screen space reflections and ambient obscurance 91. Improved lighting and materials in underground cave level 92. Improved center of the earth final boss fight 93. Created a system to try and prevent navmesh based critter enemies to not attack you in single file 94. Largely simplified unnecessary geometry details to focus more on gameplay than environment 95. New info pad design that also is illuminated at night for easy objective info at any time 96. New "Weber" type braai models with specular and metallic mapping 97. Removed skeletal "Tree Zombie" prototype enemies left over from Alpha Build 98. New office head scientist NPC dialogue UI color scheme 99. New sleep control menu UI, also made sleep locations more rare 100. Added an on-screen low health warning for when health drops below 20 101. Made exit in game take you back to main menu and not exit to desktop 102. Fixed issue where SMG weapon [4] was not properly aligned until after first shot 103. New incoming radio transmission system sound SFX 104.Fixed many many many MANY bugs and texture issues, as well as actual gameplay/feel improvements - feel free to suggest more. :)
Organosphere V0.8
1. Fixed blurriness issues 2. Made game easier [life is hard enough] 3. New color grading 4. Added quick save and quick load [F5 and F9] 5. Fixed weird thumb rotation [All weapons] 6. Improved NPC appearance 7. Removed annoying tutorial popups from start 8. Made pain sounds less incessant 9. Made only able to sleep up to 8 hours 10. Improved weapon on-screen appearance 11. Improved vegetation and grass 12. Improved graphics in general 13. Optimized performance 14. Increased enemy draw distance 15. New game intro + removed helicopter from start 16. New character design variation 17. New scorpion enemies in 3 different variations 18. Can now close info popups by simply pressing spacebar 19. Added Flame-Saw to standard starting roll out 20. Decreased repetitiveness of certain details 21. Removed random couches from the street 22. Made firing sounds slightly softer 23. New logo and UI color theme 24. Bigger headshot headboxes for enemies 25. Added Unity logo splash screen 26. No more enemies in the very beginning of the game 27. Simplified core gameplay loop to focus on old school FPS mechanics 28. Better hit feedback and blood on enemies 29. New SMG/Assault Rifle type weapon 30. Added multiple Bass Cannon pickups inside office level 31. Added kill notification / XP reward sound 32. Optimized terrain grass rendering performance from 16x to 128x 33. Current mission objective can now be accessed via PDA [Weapon "3"] 34. Removed fallen pylon blocking road near Sentech tower 35. Neatened menus and UI in general wherever possible 36. Made weapon swaying less jittery when using mouselook 37. New music by Twelv / Product Zero 38. Added new realistic flame effects for flame thrower fire propagation 39. Changed mission 1 flow entirely, from the starting point to the power station tower 40. New game starting point set piece and intro NPC characters 41. Optimized scene geometry, removed a few models and buildings 42. Fixed LOD Popping issues on high graphics settings 43. Re baked both navmesh and occlusion culling matrix for new optimal settings 44. Improved numerous PBS Material properties on world models 45. Removed half the enemies in office level 46. Bass Cannon now uses only single fire mechanic - not auto 47. Improved terrain splatmap texturing and heightmap resolution as well as perlin distance normals 48. Fixed perlin normal terrain issues from 30 fade length to 300, making for more realistic terrain in distance 49. No more "Weapon Zero" / "Un-Armed" when switching between weapons 50. Optimized Time Of Day sky dome cycle algorithm 51. Improved day/night transition appearance and lighting 52. Made night time shorter 53. Fixed issues with terrain parallax occlusion mapping extrusion 54. Realtime synced sun shaft/god ray color to current sky dome ambient lighting color 55. Added rigid bodies to critter type enemies to allow them to break boxes and push objects out of their way 56. Fixed numerous internal bugs that now allow for faster development and iterations 57. Made flash light auto turn on at night time 58. Made weapon pickups and other essential items more obvious 59. Made flamethrower not burn the roads and other extremely large objects that cannot be burnt 60. Improved environment modelling arrangement 61. Optimized decal system internals, also removed unnecessary decals. 62. Optimized game build size and memory consumption 63. Removed camera lens dirt option entirely 64. New info popup UI design and interface 65. Removed all references to third person mode in the code in any shape or form 66. Made enemies not look like shiny latex 67. New pause menu + new pause menu UI 68. New inventory menu + new inventory menu UI 69. Improved distress signal audio, added more glitches and vocal tonality 70. Made player unable to be damaged while game is paused 71. Flame saw recharge now just shows "Charging/Ready" in the Ammo HUD section instead of float decimal values 72. New realistic flamethrower flames/fire and smoke for the flame-saw :) 73. Flamesaw charge now shows actual amount indicated by a light tube on the actual weapon 74. Improved Flamesaw on-screen appearance and orientation 75. Removed a gate that I really liked because I UV Captured it from a random gate down the road where I live but it actually looked super shit. 76. Built some new walls in the city to guide the player to better paths 77. Added main menu button UI sounds and new layout 78. Made office door take you directly to the top floor for easier navigation 79. Improved Bass Cannon appearance and ability as well as general feel of fun 80. Made Ultra GFX Setting the default setting when starting the game 81. New main character voice 82. New radio transmission computer voice for mission objectives 83. Made weapon pickups for weapons you already own not give you infinite ammo 84. New inventory U.I. 85. New "Travel" menu U.I. 86. Made loading screen text more informative and useful 87. New info pad design, (for viewing current mission objective or locating haibonium) 88. Made wasps not infinitely respawn after dying every single time 89. Improved nature reserve lighting and overall appearance 90. Removed motion blur and improved post processing settings for interior levels, including screen space reflections and ambient obscurance 91. Improved lighting and materials in underground cave level 92. Improved center of the earth final boss fight 93. Created a system to try and prevent navmesh based critter enemies to not attack you in single file 94. Largely simplified unnecessary geometry details to focus more on gameplay than environment 95. New info pad design that also is illuminated at night for easy objective info at any time 96. New "Weber" type braai models with specular and metallic mapping 97. Removed skeletal "Tree Zombie" prototype enemies left over from Alpha Build 98. New office head scientist NPC dialogue UI color scheme 99. New sleep control menu UI, also made sleep locations more rare 100. Added an on-screen low health warning for when health drops below 20 101. Made exit in game take you back to main menu and not exit to desktop 102. Fixed issue where SMG weapon [4] was not properly aligned until after first shot 103. New incoming radio transmission system sound SFX 104.Fixed many many many MANY bugs and texture issues, as well as actual gameplay/feel improvements - feel free to suggest more. :)
Organosphere V0.7
The latest major update based on current player feedback has arrived. A huge thank you to every who has submitted feedback so far, please keep it coming!!!
1. Added Normal/Hard difficulty settings 2. Added dynamic UI indicator to determine which direction you're being hit from 3. Made bullets able to pass through fences (derp) 4. Increased enemy draw distance 5. Added custom controls menu [Finally] 6. Added Mouse-Sensitivity slider [Also, Finally :)] 7. Improved brightness exposure modulation 8. Added visual hit feedback indicators to show when & where you hit a target 9. Made able to toggle run mode [Tap shift once while walking to auto-hold run] 10. Made HUD Icons more distinct [Health/Ammo/Adrenaline] 11. Added ability to backtrack/load most recent save point while in-game 12. Added Auto-Save checkpoints 13. New interior lighting 14. Less erratic NPC idle movement 15. Made enemies no longer re-spawn after loading game 16. Fixed bug introduced in V0.6 that prevented progress through Haibonium mission 17. Fixed bug where dying in nature reserve would not reload level 18. Made Wasp Enemies only feature much later in the game 19. Improved AK47 Running Animation 20. Improved enemy Hearing 21. Made AK Ammo pickups match weapon 22. Added option to enable/disable On-Screen Lens Dirt 23. Fixed up a large amount of texture, material & building issues + further performance optimization 24. Neatened up final level/boss fight geometry 25. Fixed african craft market material atlas ambient occlusion. 26. Removed some random electrical fridges that were in a park 27. Made wooden animals not as shiny 28. Fixed orange car that was too reflective 29. Removed giant invisible spheroid collider near Bouplux Cove rubble 30. Blocked off the Couplux highway of doom 31. Fixed 'Fungus Factory' graffIti lighting 32. Fixed harsh dark textures on some buildings 33. Improved map borders/boundaries 34. Further optimized geometry & materials 35. Fixed some missing materials on a boundary road 36. Fixed un-collectible Robo-Friend bug near Angelo's Farm Table Market
ROADMAP FOR V0.8/V0.9 - New Menu Designs - Finished Story Intro - Finished End Game Outro - Better Final Level Boss Fight - NPC Voice Acting - More player feedback-based adjustments and changes
ROADMAP FOR V1.0 - Multiplayer :)
Organosphere V0.6
A simple point & shoot adventure set in Johannesburg South Africa 2022.
V0.6 Latest Changes Based on current player feedback:
1. All beetle enemies removed from game, replaced with a new story and tactical shooter AI [WIP] 2. Removed (until in an acceptable state) all third person modes from the game, to focus on a fully immersive tactical FPS experience. 3. No more getting stuck or flying into the air! 4. No more repetitive annoying Hadeda(South African Bird) sounds and all War Sirens removed from the beginning of the game. 5. Graphics improved slightly 6. Entirely scrapped the first/laboratory level - straight into action. 7. No more walking-simulator based gameplay, now 100% objective orientated 8. Store info changed, no longer referring to as "open world" - even though the MAP itself is open world with 4 square kilometers of space to explore, the gameplay itself is linear and therefore deserves to be marketed as such. 9. No longer referring to the game as a survival game, as this expects a game to have far more mechanics than this simple shooter has. 10. Changed nickname Johazardousburg to the actual name of the real city the map is based upon - Johannesburg 11. Additional Settings Menu Options [Still need a few more things such as key-bindings, but it's in the pipeline once we've got the gameplay right] 12. Further performance optimization 13. Motion Blur now optional via Settings Menu
Note for PC Players: Customisable controls are not available yet: H - Holster Weapon L - Enable/Disable Ocular Lamp Q - Enable Adrenaline/Bullet Time O - View Current Objective C - Crouch R - Reload LMB - Shoot RMB - Aim Tab - View Inventory Space - Jump
------------------ PREVIOUS VERSION V 0.5 LATEST CHANGES - Improved graphics - New enemy sound design - New missions - New weapons - Score system and hidden collectibles with rewards - Game ending - Over 100 bug fixes - Games performance has been increased by over 200% - New color grading - Optimization and neatening of scene geometry - Further development on the story campaign - New quality setting [2020/Extremely Kak for old laptops] - New improved post processing - New music - New dialogue - New voice - New Max Ammo values - New enemy dismemberment
Have fun exploring and don't forget to apply that Bam-Zuk medicinal healing salve when in danger!
Whats New V0.4.2
V0.4.2 is finally out!
Explore the fourth dimension and fight against nature in a race for the last known traces of precious Haibonium to try and understand the unfortunate truth behind all the madness!
Whats New:
- New music from HAEZER
- Story missions now progress past the nature reserve
- New crosshair/reticle
- New settings menu!
- huge memory usage optimizations
- Post processing can now be turned off for lower speccomputers
- Adjustable music volume
- Weather/Rain can be now adjusted to 3 states: off, random or always.
- Adjustable F.O.V. slider
- V-Sync now can be enabled in the menu for those who know what V-Sync is and want to get their V's all nicely synced.
- Better running animations and on screen position for Viper/Pofadder SMG
- Better positioning on weapon loadout for Viper/Pofadder in third person
- Fixed Third Person inverse kinematics for Viper/Pofadder
- Fixed issue with some Sentient Trees shooting up into the air
- Adjusted placement of some sentient trees on map
- huge memory usage optimizations
- fixed weird reflections on graffiti decals
- Real-time reflections for powerful computers now back as a separate option.
- Found and fixed a few floating items
- Removed a few unnecesary background items
- Made footstep sounds softer
- Brought back missing player jump sounds
- Removed couch intersecting door in office
- Fixed "infinite meat" bug. [and other assorted inventory items]
- Adjusted player material and some new textures in the game
- Fixed bug where sleeping for only 1 hour did not progress time
- Fixed ridiculous zebra running animations in nature reserve
- Improved Terrain Texture in nature reserve
- Removed colliders from small shrubs in nature reserve
- Improved scaling of ammo/health/adrenaline UI on different screens
- Added short character vocal one liners at random select events
- Less SMG Ammo found on drones
- Edited some existing dialogue
- Added new text to notes hidden around city
Grab Organosphere Early Access and participate in the open Alpha Testing program with weekly updates and community led development participation through the steam Organosphere community forum.
Also check out our development diaries on youtube for those who can't play yet, to see how it's progressing with per-update gameplay videos!
https://www.youtube.com/channel/UCSfxlpqpoWQ8L4ADVsjNtng
- www.organosphere.com
Whats New V0.4.1
Just in time for the weekend!!!
- Changed player start position in city
- Less annoying AK47 sound
- New weapons
- New brands & stores
- Significant memory optimizations
- Better information popups in city
- Fixed squashing of loading screen screenshots
- Made enemy soldiers taller
- Made light in MHQ office mission brighter
- New reticle for sniper rifle
- Improved enemy A.I. in office level
- Fixed missing collider on distant highway bridge
- Edited tutorial text
- Made enemy bullet fire more lethal to you
- further improved Third Person obstruction detection
- Flashlight is automatically turned off when sleeping
As well as Various bug fixes and tweaks as per community suggestions.
All 18 weapons have been added to the game as of this update, we will release them bit by bit as the story progresses. Our next updates will focus on the next few story missions and customisable settings/controls.
Grab Organosphere Early Access and participate in the open Alpha Testing program with weekly updates and community led development participation through the steam Organosphere community forum.
Also check out our development diaries on youtube for those who can't play yet, to see how it's progressing with per-update gameplay videos!
https://www.youtube.com/channel/UCSfxlpqpoWQ8L4ADVsjNtng