We're excited to announce that Retchid is now live on steam.
Please enjoy this release day gameplay trailer:
If you missed last weeks announcement here are the details of Retchid's Early Access Early Access Details.
Thanks to everyone who's been with us along this journey of releasing our first indie game. It's been one of the most memorable moments in our lives.
-FBS Team
Retchid Early Access
Early Access Release
We are excited to reveal Retchid will enter Early Access on August 18th for $24.99/£20.99/24,50€.
While Retchid has been designed to be approachable, we did design it to be more on the challenging side, because as developers that's what we enjoy playing.
There are no objective markers to tell you where to go, or regenerating health, and there is a good chance you'll die.
Steam Deck
We have had some players test it on Steam Deck, it does work. Steam Deck owners will have to manually adjust the settings for now. We will work on making it officially supported in the future.
What's in the Early Access
Levels
Early Access contains Episode 1 containing 7 hand crafted non-linear levels of various themes, like medical centers, and storage facilities. Each level contains secrets, collectibles, and some puzzles to solve.
Saving Progress
We were inspired by classic games like Dead Space, Resident Evil, and Metroid with our save system. To save your game you must find a Rec-Room, which there are several in each level.
Enemies
In Retchid Early Access there are 8 types of enemies, that fly, swim, leap, and teleport around the combat space. Each enemy was designed to be challenging.
Visceral combat
Dismember and gib enemies to your hearts content.
Enemies have specific directional death animations for each weapon based on which direction you kill them from. If you dismember them they also have animations for losing a head or a limb.
Enemies have different stagger animations based on the body part where you shoot them.
Fire Power
5 weapons: Arc-Tool, SMG, Shotgun, TEC-Nade Launcher, and the Mining Laser.
The Arc-Tool in particular can be used to overload/short-out some power panels to allow access to new areas in the level.
Each weapon can be used freely against any enemy without being punished for using the wrong weapon. Enemies do not come with weak points. So experiment and see which weapon you find the best for each situation.
Upgrades
We do have a weapon and suit upgrade system partially implemented.
What this means is that you will find the upgrades in the world, but at this time, all weapons are defaulted to their maximum upgrade level. In a future update, weapons will default to a their base lever, but if you have already found the upgrades, they will automatically be applied to your weapons. The suit upgrading system is not fully implemented at this time.
The PDA and Collectibles
Along with upgrades, you can also find collectibles, which you can then read about in the PDA.
The PDA is the primary way to get information about the story, so we recommend to keep your eyes open for PDAs to collect. They also can contain hints for finding keys and solving puzzles in the world. You can also track your gameplay stats in the PDA, how many times you died, how many kills you have, and more.
We really hope you enjoy Retchid.
-FBS Team
Retchid - Small Update
Hello,
A minor update to let you guys know who are following the development of Retchid, that we're hunkering down to focus on the development of Early Access.
So you'll see fewer updates until that point.
We do still update Discord more often with details, so if you want more granular updates feel free to join us: https://discord.gg/cTt6BQy93q
Thank you
-FBS Team
Retchid - February 2023 Update
This month we started locking down the levels 1 by 1, playing them over and over, tweaking, polishing and fixing any bugs that came up.
Environment Art
Every month we produce dozens of new models and textures. This month though we finally built and optimized all of the exteriors for the game, so when you look out the window or run around the surface of Titan you'll have nice vistas to enjoy.
The players ship was also modeled and textured.
Audio
A few more music tracks were added and more sound effects to enhance the variety of audio in the game.
Level Design
A lighting, detailing, and VFX pass was done on the first 2 levels to improve the quality. E1M1 and E1M2 are art complete so it's just gameplay specific tasks left.
E1M1
The proper starting area for E1M1 was implemented along with the player ship they use to arrive on Titan with.
E1M2
The Air Pressure puzzle had a bit of a refactor to stream line peoples understanding of what needed to be done to complete it.
Thanks for reading. -FBS Team
Retchid - January 2023
A new year brings new updates for Retchid.
We all got back from vacation early January so we're all warmed up. We're very much alive, we are very focused on development right now. If you do want more information between monthly updates, you can join our discord where we share more frequent updates. https://discord.gg/cTt6BQy93q
Early Access
We don't have a release window for Retchid's Early Access as 3 of the 4 team members work part time, so it's tricky to nail a time frame down.
But, we can give you some information on what's left:
3 (Mi-Go, Spore, Fish) AI in various states of completion -code/art
1 Weapon, art finished -code
Small revamps and tweaks to the first 3 levels - design/Art
Writing of PDAs and placement - design
Placing of collectables - design
Updated dismemberment system - code/art
Gameplay balance pass
Optimisation pass for the levels
Code
We did some back end work to make it easier for developers to get new code updates, mostly a development time saver.
We improved the weapon movement delay, so when you move the camera, the weapon has a bit of movement delay. The first person weapon feels a lot less rigid
The TEC-Nade Launcher now has a charge for placing mines, the longer you hold the further is goes, and if you press alt fire after firing you can manually detonate your mines if you don't want to leave them as a proximity mines.
Audio
Dozens of new sound effects were made for all our new organic objects, beam machines, and various other movers.
Several new tracks were made for E1M7.
Level Design
In January we focused on finishing E1M7, it also contains the final boss for Episode One.
The Comms Facility houses the Ener Labs, a laboratory that focuses on experimenting with compressing energy and being able to store it. Deep inside the facility something large is disrupting the power flow through out this section....
Thanks for reading!
-FBS Team
Retchid - December Update
This month we focused on E1M7, new music, new sounds, and code updates for weapons.
We're closing down for the holiday season, we'll return early next year. We thank everyone for all their input on helping make Retchid a game beyond our expectations. We can't wait to show you more stuff and an early access release next year.
E1M7 - Comms Center
Something massive inside the facility is causing extreme power fluctuations and has spread itself through out the complex blocking your path. E1M7 is a claustrophobic level compared to the previous levels, you'll need to keep on your toes as you progress the level.
Mining Laser
The Mining Laser rapidly fires energized projectiles. TEC Miners use it to break rocks efficiently, with minimum debris
E1M7 Music
Enjoy this new music track for E1M7 - Defective System
We hope everyone has a happy holiday and new year.
-FBS Team
Retchid - November Update
November was a challenging month for the team, some of us changed jobs, some of us became very sick. But we still managed to finish a level, make some music, and a bit of coding.
Level Design
Work on E1M6 has now wrapped up and last week we started working on E1M7, the final level for Episode 1.
Dozens of new textures, models/props were made for E1M6 to help give it a pristine, somewhat "clean" feel compared to other levels.
The Medical Facility's purpose is to both be a patient orientated facility and a research area. The TEC were meddling with things beyond their comprehension.....
Here is a flyby of E1M6 - Medical Facility
Audio
Each level in Retchid comes with a few music and ambient tracks depending on the progression of the player, and the situation of the space the player is in.
This is one of the new tracks for the E1M6 - Medical Facility level called "Miscreant of Man"
Code
HUD targeting icons were updated and implemented. Work also began on our more fleshed out dismemberment and death system.
Thanks for reading!
-FBS Team
Retchid - September/October Update
Over the last 2 months we've been working hard, but we also had some vacation. We are ever closer to an early access release.
Multiplayer/Co-op is on hold
Over the last 6 months or so we've been discussing where to focus what resources we have, as 3/4 of the team work limited hours each week. We decided that we're better off spending those limited hours we have, focusing purely on a single player experience. Take what we have and make it even better. So we will put multiplayer/Co-op on hold.
After Retchid is released if we do financially well, we will revisit and finish the Multiplayer/Co-op as a free update.
Retchid on the Steam Deck
We have the game up and running on Steam Deck, performance is looking good. We are looking for someone who owns a Steam Deck and doesn't mind testing out new levels from time to time, if you are someone or knows someone, please get in contact with us. We'd really appreciate it.
Demo is being de-listed from Steam
The Demo no longer represents the quality and design features that we have added to the game, so we are removing the Demo from the store today, but if you have already acquired the Demo you can continue to use it.
Thanks to everyone who played the demo, we had a good time watching all of your videos and reading the feedback and applying it to the full game.
After early access has started, and once we get feedback from that, we will then make a new Demo. Stay tuned for that.
Code
Re-worked the foot step system so the foot steps are based on the distance the player travels instead of time based, so if you're using a controller and walking very slowly it works well with that.
The Player now makes Ladder foot step sounds when using ladders.
Surface Types for player and AI foot steps, and jumping/landing
Water on enter and exit visual effects and sounds
Grenade Launcher has first pass animations and functionality
Audio
More music and sound effects
New music scores for the levels E1M5 and E1M6
Level Design
E1M5 - Logistics Facility
Here is a the preview fly by for the Logistics Facility. A complex non-linear level where the player has to solve problems and ride around on drones to advance through the level. The player will also encounter a new devastating enemy that will test your skills.
E1M6 - Medical Complex
Last week work began on E1M6. The level leans more in to being a visual story telling level, as the player comes across some of the strange things the TEC were doing when they discovered the remains of ancient beings.
Thanks for reading!
-FBS Team
Retchid August 2022 Update
This month's update covers a few things from various areas.
Abyssal enemies now have their proper eyes, which gives an intimidating feel when encountering them.
A bunch of new sounds for various movers in the levels, grates, doors, extending ladders etc.
Several dozens of new props and environment textures/materials for E1M5
Continued work on re-balancing all the audio in the game to work with audio occlusion
Updated foot step sounds for different enemy types to help differentiate who you can hear.
Code
Keybinding has been resolved so now you can rebind movement keys. You can rebind any key even if it is bound to an action already.
Menu options that weren't saving now save, we had some custom properties that we just needed to plug in to our save system.
E1M5 - Logistics Facility
Work began on the 5th level from Episode One, that is the central goods storage for the TEC Complex on Titan. All Earth delivers are made here, then all the goods are distributed throughout the facility either by Sky-Rail or Drones.
The player will use the Drones which are flying around their stand by tunnels waiting for deliveries. You will jump across various drone routes to gain access to various parts of the level.
Music track for E1M5 when the player has access to the delivery Drones.
Animation Improvements
over 60 animations were updated and polished for weapons and AI.
We tweaked the SMG and Shotgun animations. The SMG now has more kick back to give the sensation of more intense firing.
The Shotgun now reloads ~50% faster, we found internally we thought the shotgun reloaded too slowly, resulting in basically using all your shells, then switching to another weapon for the duration of the encounter. Now that it reloads quicker you use it more during the same encounter.
Human Enemy Updates
The Human enemy heads (6 new ones in total) have been updated to look more inline with what we wanted, a more corrupted altered human look. They sometimes come with head accessories now like helmets or face shields. When you shoot the AI in the head, the head accessory flies off.
The TEC-Shotgun Human is now fully integrated and deadly as ever. A close ranged enemy that will flank your position.
We have a lot of stuff to show you soon, as it's not quite ready, that's going to really improve the damage system and how the enemy reacts to being shot with specific weapons, and directions.
As always, feel free to let us know what you think of the game on various platforms, and join us on Discord https://discord.gg/CzXYxBsfTn
Retchid July 2022 Update
More Demo Feedback
Thanks for the continued stream of feedback from the Demo(we'll update the demo when we're close to early access), it's really helping us focus on those elements to make the game even better for everyone.
Team Expansion
We have a new programmer joining us part time soon, that brings us up to 2 part time Programmers, an Audio Engineer, and a Designer.
What we worked on in July
General Improvements
We have improved a lot of things throughout the game generally:
Doors now have an off yellow to denote the main path and a teal light saying this is a side area and not important to the completion of the game. This helped with navigation. Key Doors also became more distinguished and clearer on their status.
GUI panels got some love with multi-unlock security panels that can unlock various things in the nearby areas.
Dozens of new props to help convey what the environment is.
Some performance tweaks and enhancements, with no down grades
E1M4 - Admin Complex
E1M4 - Admin Complex is a large level with large open vertical spaces, lots of places to explore and Trains. The level starts off with a power failure so you need to restore it, exploring portions of the level in a no power state, then eventually returning to those areas with power, changing how they behave.
There are a slew of puzzles to solve, and new enemies (if you're in the Beta).
Enemy Damage
Enemy damage is something we have wanted for a while but couldn't really make it work with the resources we have (UE4 doesn't support skinned decals). So we had to tap in to the early 90s for inspiration for Damage Skins.
Damage Skins allows us to provide the player with feedback that the enemy has received damage. There is no overheard performance loss for this technique so it's nice and cheap. We have 12 damage zones: 2 for each arm and leg, 3 sections for the torso, and 1 for the head (if it has one).
Health Stations
Health Stations are another item that had been designed for a while but never fully implemented and finished. We now have finished Health Stations.... but be wary though.... Some TEC Employee thought it was funny to pour Whisky in to some of the Health Stations..... effects are unknown.
Item Cabinets
item Cabinets have a slew of items inside, which can be unlocked via a console nearby.
Audio Work
Sound Occlusion so enemies can't be heard as clearly through walls/floors.
SMG and Shotgun sounds were beefed up a little
more ambient sounds and music work
Thanks for taking the time to read through the update and your continued support, it's been great seeing people continuing to post videos of gameplay moments.