We are hard at work on our latest title OZARK, and we invite you to jump in on the development action by joining us on Twitch and Discord. Drop by and say hello, give us your feedback, and stay tune for beta access. We're looking forward to sharing our development journey with you.
We are leaving early access and discontinuing support on TENET.
This is probably one of the worst things to have to have to write up, but the time has come and we wish there was other ways of salvaging something we spent quite a lot of time working on. I think the hardest part is letting go, and having to disappoint a lot of new and existing players.
There were a few issues on launch that we managed to clear up, and a few minor ones that we never managed to track down.
All in all we had quite the ride and we learned many things along the way. It was our first launch on Steam and we hope to have more in the future. We made some friends, was able to give some players a fun experience, and angered and disappointed a few...
We had a growing list of features and a few fixes that needed to happen, along with some Achievement problems that were found out late after launch, but we never managed to get around to fixing.
One of the main reasons we need to discontinue support is that the version of our engine we are using is now 3 years old, and a lot of problems were due to not being able to update to the latest version without rewriting a lot of the existing code base.
Developing games and apps has always been a hobby for us, dedicating countless hours after work and weekends the inspiration and motivation to push forward starts to run dry after a few years. Dedicating years to developing a game can really burn you out, and we experienced that considering the scope of the game we set out to make and the fact there is only two of us.
We started working on other projects that inspired us more which we continue to work on to this date, also spending more time playing games which is the primary reason and inspiration for us wanting to make our own games.
We managed to bring the game to a stable enough state to not have any major hang ups in game play, and we hope that we may still find some new players who enjoy this sort of experience.
Thanks for playing.
TENET Development Update!
We're not dead, we're just busy...
I thought I would post a quick update on the current development status. It's been a few weeks since we have touched the build in terms of adding or fixing things....
We have been helping some friends "HapSys" put together a demo for their "Haptic Vest" It's meant to provide full feedback to the upper body based on Vector positions collisions in 3D space.... meaning that you can feel every Bullet Fired, Foot Stomped, and incoming enemy damage.
It's a really cool tech that we are excited to be working on integrating into TENET. If you're like us, we take rumble for granted. It adds greater depth to any experience, and feeling the game through new experiential forms of feedback, it truly brings any experience to the next level, including this one.
We've also been demoing the game with the Haptic Vest at various events and local TV spots. Needless to say everyone who has tried it thinks it's "F*****G Awesome!" We can't enough of it and can't wait to share it with the world.
In the coming weeks we are going to be going through a few of the pressing features and fixes based on feedback from the community.
Add in full support for custom key bindings
Add in UI additions for better notifications on HP and Charges (Lives)
Track down state machine bug for locking player in place at random times
Thanks for playing, and a big thanks to everyone for the positive reviews!
-ALTER-BOY
TENET Development Update!
We're not dead, we're just busy...
I thought I would post a quick update on the current development status. It's been a few weeks since we have touched the build in terms of adding or fixing things....
We have been helping some friends "HapSys" put together a demo for their "Haptic Vest" It's meant to provide full feedback to the upper body based on Vector positions collisions in 3D space.... meaning that you can feel every Bullet Fired, Foot Stomped, and incoming enemy damage.
It's a really cool tech that we are excited to be working on integrating into TENET. If you're like us, we take rumble for granted. It adds greater depth to any experience, and feeling the game through new experiential forms of feedback, it truly brings any experience to the next level, including this one.
We've also been demoing the game with the Haptic Vest at various events and local TV spots. Needless to say everyone who has tried it thinks it's "F*****G Awesome!" We can't enough of it and can't wait to share it with the world.
In the coming weeks we are going to be going through a few of the pressing features and fixes based on feedback from the community.
Add in full support for custom key bindings
Add in UI additions for better notifications on HP and Charges (Lives)
Track down state machine bug for locking player in place at random times
Thanks for playing, and a big thanks to everyone for the positive reviews!
-ALTER-BOY
Patch 1.3.3 is now Live - New Years Eve!
Patch 1.3.3 is now live!
We made a few fixes to the stats and balanced out a few things during that process. Also we believe we have a fix for the random times you are unable to move. Lastly we threw another novelty item in. it's well... in good spirit!
Fixed several minor bugs in the codebase.
Fixed a bug in the perc engine
Balanced and fixed a speed issue with the player stats
Fixed player blocking issues (Seemed to be due to the enmies moving away from their hip origin position. The block was being blocked by the enemy collider and the hip join being so far away that the mesh was not visible. The pooling engine is being stubborn and not reseting the position after the enemy has finished ragdolling and reporpusing begins.
Added new "WORLD PARTY HAT" novelty item to the Player Customization section in Novelty Items section.
Cleaned up the stomp and punch ability animations and timing. (They were in need of a quick cleanup. The rotation on the punch and stomp are now fixed and should feel a lot smoother.
Thanks for playing, and have a Happy New Years!
-ALTER-BOY
Patch 1.3 is now live!
Patch 1.3 is now live!
We're rolling out a quick patch that has a few minor tweaks and one large fix for the Rune Perc Stacking Bonus bug. We have also inflated the scoring again due to the perc bug being unfair advantage/disadvantage to some.
Fixed several null reference exceptions that didn't get picked up until now
Tweaked the game over sequence slightly
Fixed major issues with rune perc bonus calculations. There was a compounding effect each time the Player used the Piller to upgrade.
Removed some scores from the Leaderboards
Inflated the Scoring again
Keep us posted if you find anything else we missed.
Thanks again everyone!
Merry Christmas and Happy Holidays!
Merry Christmas and Happy Holidays!
Thanks for all the good times this year. There have been ups and down and through it all we couldn't be happier with where we are at and the amazing community that has grown.
We decided to drop a fun little novelty in so you can kill with a bit of Christmas Cheer this holiday! It's only 25 Runes in the Novelty section now!
Me and Dusty are in need of some downtime for the holidays. We are still tracking some perc database and balancing issues. Enjoy the new novelty item,
and as always thanks for playing and have a great Winter Break!
Thanks again everyone!
Patch 1.2.0.2 is Now Live! Big Update!
Patch 1.2.0.2 is Now Live!
So many fixes it will make your head pop off!...
Well... this is a pretty major update, so we are moving up to Version 1.2. This update brings a lot of fixes as well as additional changes and additions we hope you will enjoy!
List of fixes, changes, and additions included in the current patch:
Added Raw Input to turn off camera smoothing and get X and Y directly from mouse Input.
Added invincibility to boss flying phase. This changes the boss encounter dramatically
Fixed boss enemy waves and scaled their HP based on stage
A huge tune up on the entire stage and wave balancing
Fixed bug in all perc rewards (Percs have also been tuned slightly)
Ability damage is now scaled by power levels and special abilty
Tuned AI Vision system for better performance
Bullets are now unable to penetrate the darkness
The darkness border visibily has been updated with a new shader
Revamped the Paint Job engine as it was in a half broken state on launch (You can now select from some pre defined paintjobs) In the future were going to expand on this further and open it up for community submissions.
Fixed avoidance perc as it was able to fully remove all incomming damage (working on a stats view displaying current bonuses in perc slots)
Fixed damage bonus calculation and overall damage balancing
Cleaned up Leaderboards and State screen, added in new extras tab
To ensure killing endures, the "Hand of God" appears.
AI behavior states have been tuned and new states added
Increased size of light zone perimeter indicator slightly
Inflated the scoring system to reflect the new changes
Fixed "Dark Ones" hitbox and collision problem added new death effect.
Having more void portals up will allow you to teleport to another random portal location instead of receiving damage
Void portal controller has been refactored to fix portal opening in the center and near each other
Fixed rotation issues on Molten Worm where during dive attack it would continue rotating toward player
Added roll again to the rolled perk status screen (Whichever you rolled,
Rune, or Purified Token you will reroll that same currency)
Fixed a few glitches happening on the main humanoid enemies, added a fix for ragdoll settled values and dissolve if glitches out. (Still need to spend more time on the visual death aspect ie: ragdoll and dissolve)
Thanks again everyone!
Patch 1.1.12 is now live!
Patch 1.1.12 is now live!
This patch fixes up several issues that were left behind after the AI Controller patch, along with a few new tweaks, including the nasty stuck in place bug!
List of fixes included in the current patch:
Fixed the player sticking bug (this was due to some pooling issues where the enemies were not being reset and you were being blocked by an actual enemy but the rig was not on it's origin.
Fixed stuck in place bug where the physics was sticking the player to the ground in some cases.
Tuned firing mechanics slightly.
Fixed Lost Life Charge (discharge) You are unable to fire the weapon after you lose a life momentarily. Releasing the trigger and pulling it again will let you fire immediatly.
Added a new trigger for when player is close to "Consumed" enemies. They will be set to always ragdoll when killed.
Fixed a object reference bug when the stage is cleared.
Tuned the hitboxes slightly on "Consumed"
Increased the size of the hitbox on the "Ember" (explosive) enemies
Thanks again everyone!
Patch 1.1.11 is now live!
Patch 1.1.11 is now live!
This patch seems to finally put a rest the AI Controller issues people have been experiencing (also referred to as the "exploit")
List of fixes included in the current patch:
Refactored AI Controller task controller to error handle agents not properly registered.
Fixed several null reference bugs.
Tuned the first stage Boss HP (multiplier moved from 1 to 2 and now sits at 1.5, he was a bit too spongy)