Added UI for checking game progress like portal unlock status, reading previously found datalogs, and changing the new equipped flags
Added new scanning gameplay mechanic. Location are no longer discovered just by entering them, but must now be unlocked by scanning specific structures. Runestones must now be scanned too
Flags can be found hidden around the map, which can then be equipped on the rover
Now need to input the correct sequence to open some doors
Some damage is now directional and will push the rover around depending from where it came from
Many changes to environment, added detail, improvements to level design and other fixes
Added breakable crates
Added interactable hidden radios
Reduced cooldown for dashing
Added new puzzles
Can now shoot faster, and can carry a lot of ammo instead of being limited to current magazine only
Added new walking enemy
Added more enemies in many areas
Ground traps and lasers do more damage
Ground traps are a lot less visible
Mines move towards the player when near, and explode faster
Mines no longer explode when shot by the player
Warden and sentries now have more health
Datalogs now have titles, titles are hidden for undiscovered datalogs
Make sure to keep buttons selected in menus to allow gamepad navigation of UI.
Changes to settings menu to improve usability with gamepads.
Tutorials dynamically show correct buttons when using a gamepad.
Sorted some settings options from low to high quality to be in line with other settings.
Confirmation dialog for settings changes.
Dash is now bound to the right shoulder button on gamepads (R1, RB).
Shorter interaction durations for activators and ammo pods.
Added some jumppads in the boss area.
Fixed projectiles hitting ground too often, direction is now calculated properly.
Fix damage from an invisible source.
Fix flying enemies traversing and shooting through barriers.
Flying enemies no longer go inside eachother.
Many changes to different areas around the game. A couple areas are very different now. And fix many collision issues and holes in the world.
Switched audio engine to FMOD. This also means Sorround 5.1 support and some nicer audio effects like better reverb, muffled sounds in pause menu and when on low health, or cooler sounds for far away explosions.
Better sounds for mines: less annoying beep and sound when about to explode.
Fixed missing meshes in end cutscene.
Fix combat music kept playing after game ended.
Added new music during boss fight.
Tweaked low-health postprocessing effects.
Removed particle-system prewarming which results in faster load times.
Environment changes. Reworked three areas that were a bit too confusing, replaced a puzzle. And made an area more visible since it was too easily missed, which would prevent progress
Added ability to shoot without aiming, this also brings a small dot crosshair always visible in the center of the screen
Fix input in end cutscene
Fix being able to shoot when dead
Fix overlapping input icon when interactable is locked
Variety of fixes when starting the game after returning to main menu after finishing the game
More stable load system, doesn't change much but it solves a very rare bug
Changed input backend. This should bring better controller support but could have introduced some regressions. If you find any issues please let me know!
Added separate option for mouse and gamepad look sensitivity
Fix cursor not being visible when return to main menu after completing the game
Added separate settings for mouse and gamepad sensitivity
Added custom mouse cursor
Small improvements to ui navigation with gamepad or keyboard
Environment changes, collision fixes
Fixed some settings not getting the correct default values
Other various fixes
Early access is here!
With early access, players can experience the game earlier and take part in the development process. As a solo dev I want to share my work with you so I can continue development with your support and feedback in mind.
The game can be currently considered a very stable beta, it is playable from start to end. However there may be occasional bugs or unfinished areas. The main gameplay mechanics are there but the lore needs to be expanded.
There are some updates that I'm thinking about adding during early-access, for example:
Some form of customization
Support for Steam Achievements
Data logs to find by exploring to expand the lore and add depth to the game
Other things like new areas and some new enemy types
The game should be in early access for some months. But depending on player feedback and feature requests it might take longer. The Early Access will start with version 0.3.0. This update will also land in the public beta, which will last for another week after the Early Access begins.
Keep focus on object being interacted with, this makes it easier to interact with things while moving
Fixed bug that caused to respawn at the start of the game after loading a saved game
Fix not being able to exit photomode
Fix empty tutorial ui showing up
Remove not needed activator
Fix some holes in enviroment collisions
Fixed a bugged runestone that could not be activated
Fixed boss not behaving correcty
Small fixes to boss healthbar UI
Small performance optimizations
Patch 0.3.1
Fix spinning camera during pause menu while using a controller
Fix L2 and R2 buttons on controllers not working
Renamed main mission
Implemented a system to reduce the frequency of savefile getting written to disk. Sometimes it failed to write some data because it was still busy writing.