The Zone: Stalker Stories cover
The Zone: Stalker Stories screenshot
Genre: Role-playing (RPG), Adventure, Indie, Visual Novel, Card & Board Game

The Zone: Stalker Stories

Delay 2: Electric Boogaloo

In short, a known Steamworks bug is preventing me from uploading new builds of the game.

I've been holding off on posting about it since I figured they'd get it fixed fairly soon, but it's been a number of days already and I have no idea how much longer this situation will go on for.

As I said, Steam support know about it, apparently I'm not the only one who's having this problem, and at the moment the only guidance from them is to keep trying in the hopes that this time it magically doesn't fail. Of course, on my shitty internet, each upload attempt takes an hour. ːsteamfacepalmː

Will post a proper game update when I manage to get the new build live.

September Update Delay

I've been getting a lot done, not least of which is completely ripping out several janky old systems and replacing them with ones that actually work... and even more importantly, a significant push on the main plot.

The downside is it's so big that I can't get it all done in time for a September update. So instead of releasing half an update with a lot of the good stuff cut out 'cause it's not ready, I've decided to push the whole thing back by 1 week, give or take a few days.

Thanks for your patience, everybody. See you in October!

v0.7.3.5.1 Hotfix

Quick fix for some critical issues as well as a few smaller ones:


  • Fixed crash in Chapter 2 ending
  • Fixed crash in Power Plant exterior after defeating Wharf and Power Plant bosses
  • Fixed Power Plant exterior Fog of War not covering whole area
  • Fixed crashes on area transitions/freeing up memory
  • Fixed Spray Can not appearing in Power Plant
  • Fixed Irradiated debuff turning victims too bright
  • Fixed Rufus's Lifeline quest triggering inappropriately
  • Fixed music not playing on load in certain areas
  • Fixed rabbit hole pop-up behaviour

v0.7.3.5 - August Update

Plenty of progress this month, particularly in the realm of bugfixing. Many issues were uncovered and solved with this patch.

Of course I haven't been slacking on new content either! For existing saves already in Chapter 2, you'll soon find your way into a new side quest involving Rufus the trader -- with permanent consequences based on your performance and your decisions. New quests, new art, new enemies, new polish.

Lastly, a fair bit of work has gone into better tutorials, as well as extending controller support. The Jobs board now has custom controls, and the cursor is much more accurate on screens which still use it. Custom controls will be forthcoming on the rest of the side job UI too.

Next update I'm hoping to show off a new and improved Train Yard without the constant level transitions imposed by the old system. Tweaked art is taking a while and I'm struggling with the camera, but soon...

There are a few other non-critical issues left on my TODO list, but once they're sorted, I'll be able to get cracking on more weird and wonderful things for you to experience out in the Zone...

Please remember to report any issues you encounter on the discussions board! I will fix them if you do.

Changelog:

  • Power Plant boss final art & animation completed
  • New enemies and enemy distribution in Power Plant
  • New controller interface for Jobs board
  • Finished Hunter's Bequest side quest and alternate path
  • Finished Rufus's Lifeline side quest and alternate path
  • Much more accurate controller cursor
  • Fixed story crashes in Chapter 2-3 & side quests
  • Fixed dialogue options appearing at inappropriate times
  • Improved story stability all round
  • Fixed crash during radiation sickness alert
  • Fixed crash during battle repositioning
  • Fixed crash when finishing certain quests
  • Fixed crash in quest log when viewing certain quests
  • Fixed many potential memory leaks
  • Fixed radiation sickness ailments being applied improperly
  • Fixed some problems with animations looping
  • Enemy HP bars & other UI are no longer recoloured on certain battle backgrounds
  • Improved Esper event behaviour
  • Added sounds for card dragging & targeting
  • Renamed Points of Interest to Opportunities
  • Refactored Opportunity item pickup behaviour
  • Fixed item stash sprite not appearing
  • Made item stashes more visible
  • Updated & clarified Side Jobs tutorial
  • Better colours on Jobs board
  • Refactored enemy battler code
  • Fixed some Hospital anomalies

v0.7.2.7 - Fog of War Update

After last month's massive update, this one needs to be a touch more humble... but still features some major news.

The biggest change is, we're introducing a shiny Fog of War system. From now on you'll need to properly explore and uncover areas, and you can see your progress as you go -- progress which will be stored in your saved games.



This also makes the scanner more useful as it will help to keep you pointed you in the right directions.

Other highlights include new hand-crafted art and animations for the Power Plant boss, and a much more comprehensive battle tutorial. This tutorial will go into detail about important mechanics of which even veteran players might not be fully aware.

Lastly, we're raising the price of the game by $1 in consideration of all the new content. There's a lot more game now than there was, and I believe the price should reflect the year of hard work we've put in.

For the next update I intend to focus on introducing several new enemies and, particularly, writing -- two half-implemented side quests need to be finished up, and there is progress to be made on the main quest as well.

As always, please report any issues you come across, and I shall fix them ASAP!

PS. If you happen to know anyone who might be interested in helping with art, game design, or marketing/promotion, do tell them to get in touch. It would make a big difference.


Changelog:

  • New interactive battle tutorial
  • Persistent Fog of War on exploration map
  • New art & mechanics for Power Plant boss
  • Engine update to Godot 3.6 RC1
  • Added visible numbers when gaining Shield, damaging Shield, and healing
  • New backgrounds and replaced temp backgrounds for some battles
  • Reworked area transition system
  • Reworked combat positioning, with new abilities for some enemies
  • Added Falloff card property
  • Added TTS to research screens
  • Fixed crash on Power Plant boss attack
  • Fixed rare softlock when loading
  • Fixed problems with Scanner & improved performance
  • Some general fixes to card tips
  • Some intro rewrites for brevity
  • Fixed buff durations showing in the wrong place on some cards
  • Removed unreliable item encountered mechanic
  • Fixed player buffs not showing on combat start
  • Fixed Slimed and other cards not respecting Unchanging property
  • Fixed some shader issues in Power Plant boss room
  • Fixed some audio issues in Power Plant boss room
  • Fixed erroneous voice ticks in PoIs
  • Fixed occasional problems with Stamina readout
  • Fixed superfluous damage numbers showing on rare occasions
  • Visual improvements to some Power Plant rooms
  • Inventory now properly defaults to Storage if no Pack equipped
  • Various new, clearer icons
  • Better normal map loading for some battle backgrounds
  • Added controller version of area transition hint

v0.7.2.1 Hotfix

Quick fix for a couple of critical issues:


  • Fixed Story intro gang fight not triggering
  • Items now properly unequip when starting new Story
  • Fixed broken PoI on defeated Core

v0.7.2 - Anniversary Update

Why is this month's update so late, you ask? Because it's bloody massive, that's why. Zone's Early Access release is 1 year old this month, and I wanted to make it something special.

All 25(!) rooms of the Power Plant are now in, most with their own unique encounters, including a special challenging boss room. Add to that whole slew of new features, items, cards and all sorts.





Some of the art assets are temp and still need brushing up as our artists couldn't get them done in time for June -- but that shouldn't take much away from the experience.

It's been a hell of a year. Didn't make as much progress as I wanted to, but then, when does an indie dev ever? What I do know is I'm still here plugging away and will continue to do so until this game is finished.

As always, if you find anything broken, please report it and I'll take care of it immediately.

Enjoy a big new chunk of the Zone!

Changelog:


  • 20+ new areas in Power Plant
  • New PoIs, items, cards, ailments and abilities
  • New debuffs and radiation effects
  • New research options for radiation
  • Fixed crash when opening card view outside combat
  • Top right bar now opens and closes reliably
  • Fixed issues with acquiring Ailments
  • Fixed Ailments not saving/loading properly
  • Fixed timers not resuming after opening Options
  • Fixed various intermittent bugs
  • Fixed radiation being added while gameplay is paused
  • Fixed combat tooltips not showing buff amounts/durations
  • Added voice beep to explore encounters
  • Ambient audio now pauses while Options menu is open
  • Screen no longer jumps when transitioning between exploration areas
  • Better shader overlay for Power Plant
  • Fixed potential crash when leaving Points of Interest
  • Fixed several problems with item stashes
  • Rewrote Points of Interest handler code
  • Added Options slider to customise audio balancing
  • Fixed audio balancing for TTS SAM in Options menu
  • TTS audio balancing is now faster
  • TTS SAM now obeys voice volume settings
  • Fixed TTS setting changes not saving/loading properly
  • Fixed several audio sources not obeying volume settings
  • Fixed Amethyst Ring equipping to wrong location
  • Card buttons now show at proper size in research UI
  • Fixed visual layering issues with several Burner anomalies

v0.6.9.5 - May Update

I tell you, I hate level design -- but I'm so damn dedicated to this game that I'm doing it anyway. In fact 'level design' describes most of what I've been up to this past month.

The interior of the Power Plant is taking shape, and you'll be able to explore the first few rooms in this update (highlighted in yellow in this little preview):



That should give you an idea of the content avalanche that's on the way, and even this preview doesn't show the full extent of the Power Plant's size or its mysteries!

Other new features include fresh functionality added to the TTS engine, new music, some UI improvements, and more...

As usual, the new stuff is accompanied by a slew of fixes big and small, including some important steps forward for general stability. Please keep reporting any bugs you find so that I may fix them.

Until the next update... Stay safe out there, Stalkers!

Changelog:

  • New accessible areas in Power Plant (more to come)
  • New NPC in Power Plant: the Hermit
  • New soundtrack for Power Plant biome
  • Added TTS support for Points of Interest
  • Added audio balancing during TTS
  • Fixed crash when approaching item stashes
  • Fixed major bug causing intermittent errors
  • Fixed inventory crashes
  • Fixed player HP being reset to max on load
  • Reworked combat enemy behaviour, hopefully fixing many issues
  • Fixed click navigation walking to wrong coordinates
  • Stat upgrades are now correctly applied when starting a new game
  • Fixed I key not opening inventory
  • Disabled manual saving during story segments for stability
  • Fixed player not showing up correctly behind obstructions in some areas
  • Fixed wrong damage resistance behaviour on Spit card
  • Fixed controller cursor misbehaving when out of bounds
  • Fixed some animation positioning on Knife Swarm enemy
  • Better voice options on game start
  • Added correct portrait for Battle Drone enemy
  • Added unique footstep sounds for Power Plant
  • Fixed Burner anomaly audio

v0.6.9.2 - Voices & Control Update

This month we've got not just one big milestone, but two!

First up is a complete rewrite of controller support, which now behaves much more reliably during combat and in cursor mode. Quick refs have been updated to reflect the changes and are now launched by default on some screens.

Second is the integration of the Festvox text-to-speech engine. It includes a number of different voices for the player to choose from (changeable at any time in the options menu), as well as unique NPC voices. It sounds robotic, of course, but if you're not fond of reading then this should be a good solution until such time as voice acting becomes available.

In less huge news, many bugs have been fixed, and work continues on the Power Plant biome for which we've been drawing a brand-new isometric tileset.



This is shaping up to be our biggest isometric level by far, which is exciting and should hopefully offer even more variety in the gameplay!

Check below for the customary list of changes, and as always, please report any issues you come across so I can fix them.

Until the next update... Happy Stalking!


Changelog:

  • Completely rewrote controller support (please give feedback/suggestions for improvements)
  • Integrated text-to-speech engine with multiple voices
  • Fixed potential crash when starting new game
  • Fixed shop being empty in certain situations
  • Fixed potential crash in inventory after equipping new containers
  • Fixed inventory refusing to close in some circumstances
  • Fixed crashes when opening Market/Lab UI
  • Fixed enemy AoE Defend behaviour
  • Quick start no longer wipes worn equipment
  • Various visual improvements in Power Plant biome
  • Various visual improvements in Hospital biome
  • Corrected Knife Swarm enemy positioning
  • Fixed & improved Options menu
  • Fixed potential issues with larger or smaller screen resolutions
  • Fixed battle controls quick-reference
  • Fixed visual error on Louis
  • Improved shop behaviour
  • Two-handed items can no longer be dual-wielded
  • Added support for dialogue skipping to remainder of Chapter 1
  • Many back-end changes to combat deck viewing
  • Stronger tutorial/quick-ref behaviour
  • Added random combat portraits for new enemies
  • Improved card name display
  • Added limiters on some combat buttons to prevent multiple clicks

Patch v0.6.9.0.4

Just a quick patch with some important fixes.

Changelog:

  • Fixed inventory getting wiped in some situations
  • Fixed item conversion not giving Science
  • Train yard rain anomaly no longer gives infinite Science
  • Fixed Power Plant being accessible before Chapter 2
  • Fixed potential crash when encountering points of interest in areas with item stashes
  • Fleeing non-random combats is no longer treated as a win
  • Added emergency travel key (F9) in case of getting stuck
  • Animated same-area teleports
  • Corrected some sprite layering in Power Plant exterior
  • Tidied animations and added better sounds for Knife Swarm & Elemental enemies