VR Inventory and crafting menu added for Vive and Oculus
PDA now has interactive buttons using the Vive
Possible fix for crashes or freezes on certain AMD systems
General
Fix for Messiah achievement.
Possible fix for the freezing, performance or audio issues on AMD systems
Updated Spanish, Polish, Russian translations
Fixes to non-translating words in all languages
Change in explorer diary to try and fix the incorrect number of reported items found.
Rare bug fixed where the sky and weather speed would become 0 forever. If you had this problem reloading your game with this patch should fix it.
VR changes to previous settings
Option for Sep Head removed due to not working well. The functionality is still there however for those who do want to use it, and it will continue to work if you had it enabled before. Can be toggled via the game.ini file HMDSepHead=False
Instead of Sep Head is the new option Use Vive Controller Rotation. When using Vive teleportation movement, the teleport destination will take over the rotation of the left controller instead of the camera. This used to be default on and is now default disabled! If you use a Walking movement mode, enabling this option will let you steer your walking direction by pointing the left controller, instead of turning your head.
VR
VR inventory added! Works for Oculus and Vive. Using head aim for now but we are investigating replacing with right controller aim on Vive in the future. Inventory also allows much easier crafting.
When using the Vive, the PDA changes model into a new model with interactive buttons you can press using the right controller!
On Vive, the PDA now also displays the oxygen and toxicity levels.
Added new option to take over the left Vive controller rotation for movement.
In VR can no longer cheat the first level by entering the caves without the long range teleportation device
In VR fixed wrong ladder teleportation spot when re-entering Landing Caves coming from Highpoint Caves
When playing VR with the keyboard, remember that F12 is reset position and tracking
Swimming improved when using teleport movement. Can now aim at the top of the water surface to allow for traversing over the surface instead of always diving. Might contain a few issues or bugs still but mostly works.
The VR future and known VR issues
Investigating adding controlling menus with the right Vive controller instead of head aim.
Further swimming improvements when using Vive teleportation
VR loading screens still.
Oculus Touch controllers are being considered for implementation.
Additional VR optimizations from Nvidia for GF1070/1080 cards are being investigated and considered for implementation.
Higher default resolution, but since the game is heavy and since you can tweak this freely yourself we consider this lower priority at the moment.
Summer sale!
If you haven't gotten The Solus Project yet, here is your chance! TSP is 20% off during the summer sale.
Our current focus and progress
To keep you all up to date on what is happening we are currently working on a few small general bug fixes, and will be extending VR support further over the coming 1 to 2 weeks.
Planned VR changes - some of this might not make it in time or prove more complicated but this is what we work on at the moment:
Actual buttons for Objectives/Sleep/Stats/Side menu you can press with your other Vive controller on the PDA
Ladder climbing fix using the walking controls
A way of finding out your oxygen and toxicity while in VR mode (normally shown on 2D hud in non-VR).
Improved swimming behavior when using Vive controllers
An attempt at the inventory and crafting menu (complicated - might be delayed)
5 days since release - The work continues! - Major VR update
It has been five days since we've released and your feedback has been wonderful, and appreciated!
The (non VR) game seems to hold up very well with very few issues coming in, and the interest in our experimental VR version exploded well beyond what we were expecting. We understand and know that there are some things that are not ideal or finished within our experimental VR support, but we've been listening carefully to all your feedback and input, and now just days after our release we are releasing version 1.01 with major VR changes.
We have fixed the most pressing issues that people were having with the controls and the game feels so much better now! The controls make more sense, and we have added a The Lab style locomotion that works really well! We also added a a text tutorial right at the beginning, which can also be accessed through the in game menu. We would really appreciate your continued feedback on this.
We think being transparent with our community is very important. We are not a big company. We are a small team of about 6 people, we worked on this game for three years, and everything is done out of own pocket and time. Your voices have been heard and we have been crunching ever since launch to fix the most pressing issues that people were having.
Thanks a million to all our new players who have joined since release and who seem to be loving it! It really warms our hearts to see how much you are enjoying the game! Ever since our Early Access period we have been blessed with a great community and we hope it will continue to thrive like that!
FULL LIST OF CHANGES http://steamcommunity.com/games/thesolusproject/announcements/detail/583594763714441134
PLANNED FOR THE FUTURE:
An inventory selection menu.
VR Loading screens
Being able to press the PDA buttons with the right hand
Better physical interaction with items.
New PDA model.
1.01 Released - Massive VR Update
Major VR update!
New features and changes
New movement mode: Teleportation - default for Vive owners
PDA is now significantly larger and therefore easier to read!
Game now defaults to AA off and 120 Resolution scale by default for new players, making text easier to read.
Walking is still in too, but must now be enabled if you want to use it. Blinking is removed since the full on teleportation takes over. Teleportation mode allows you to also walk by pressing in the forward key, as back up in case you want to fine tune your movement.
New Vive button layout! To make the controls more logical and free up more space please see the pictures below. Reset now has its dedicated button.
Tutorial improved and on starting a new game you are now presented with a tutorial guide explaining the controls and other key features.
First attempt at letting you throw items in Vive by releasing them as you swing your hand - WIP.
Can now change the pick up range, allowing you to shorten the pick up range to such extend that you must bend down to pick up items on the ground. Done via DefaultGame.ini - HMDTraceDistance
When starting the first level you now start with the PDA already picked up.
Fixes
On Oculus and Vive, crouch movement problem fixed.
On Oculus and Vive, bug when crouching and entering in-game menu fixed.
On Oculus and Vive, menus now show a VR Work In Progress message to remind you of that.
On Oculus the PDA now rotates into view correctly based on view angle, making it much easier to see.
On Oculus items in your hand are much easier to see
On Oculus can now correctly aim the teleport disc
On Oculus and Vive, death screen no longer has a continue button and now shows the reason of your death
The Solus Project - Full game released!
The entire 12+ hour adventure is now out! After 3 short months in Early Access the entire game is now released.
All content, final and ready for you to explore!
Supports Vive and Oculus VR. The VR version has a few things missing left or right but is otherwise entirely working, and is a massive and deeply immersive VR experience.
It took us exactly 1073 days to build the game and we hope that with your support we are able to carry on building more alien worlds!
1.0 Released
MISC
# All content and all levels including the end of the game are now available
# The Ball button main menu is now interactive and works
# Additional Localization problems fixed and improved.
# Subtitle and audio issue in intro fixed when selecting female voice
# VR tutorials looks improved
# VR Can now properly dive and swim while in VR mode
# VR Large smoke particles don't rotate around as much anymore
# VR Oculus no longer sometimes shows Vive laser pointer
# Credits updated
# Persistent God mode removed. Must now re-enter god mode after each level change.
# Xbox controller can do more fine detailed movement due to a changed acceleration curve
# Crash fixed on starting game in non VR while Oculus is attached to a PC
Release coming up!
We are very soon ready to release now!
We'd like to thank all of our Early Access players for their interest and support. Thanks for joining in on our adventure early on, and all the feedback and problems you've found in the past 3 months! It has been a really good to have you all around to bounce ideas off, or get feedback from and it has saved us a lot of time!
Thanks again. See you on the other side soon!
RC1 0.95
MISC
# Opening menu while sleeping no longer allows you to sleepwalk
# Main menu has early access information removed ahead of the full launch
# Menus can now be controlled by the Xbox controller all the way through making the game 100% gamepad only if so desired
# Bug in wrongly reporting communication tower progress in both the in in game menu and the message pop up fixed
# Now supports the first versions of Polish and Italian translations. Thanks Fabrizio Ferraro and Arkadiusz Skórsk
# Ice Path can no longer teleport through the gate with the Sky Ones
# Incorrectly reported tower pieces fixed
VR
# When you die in VR you now get correct menu
# When you enter the menu while sleeping you no longer save outside the level
# Can now set screen resolution up to 150%
# Can now set walk speed to 0% to allow for blink movement only
# FPS smoothing and framerate locking is forced off
# V Sync can now be user set in options
# Anti-Aliasing can be set in options. Makes text more readable and saves FPS but it gets jaggy
# Basic tutorial screens added. They are not very good but it is something for now.
# If you look up while jumping you jump higher
# An attempt was made to make blink movement more secure/exploit safe but it is not yet perfect
# Items in hand bit smaller
KNOWN ISSUES
# The Ball button in main menu does not work
Full game coming out June 7!
We are proud to announce that the full game with the entire 12-16 hours worth of our finished outerworldly storyline will be released for PC on June 7 - around the evening Euro time!
Along with the full release the final two levels will be added to what is currently the Early Access version, and the story will conclude.
In these last few days we'd also like to call on the help of our Early Access gamers!
1.) Help with testing low end hardware
We'd like to know just how low we can go with system requirements. We are looking for gamers with low end hardware. Geforce 460 or equivalent and lower, who would like to run the game in DX10 mode with the lowest settings and report to us how it runs for them.
You can display FPS by typing "stat fps" into the ~ or F8 console.
2.) Help with finding local and niche communities
We want to approach niche and local communities when we launch. We are looking for tips of nice gaming communities or press in your country (especially non-English press) and communities for 30+ gamers, or any other group that you think would be really into it. Sci-fi groups, groups from other similar games etc.
3.) We have a hugely updated VR build up and would love to hear your opinions on it!
Please comment below or send us a mail at Contact@thesolusproject.com!