Tunguska: The Visitation cover
Tunguska: The Visitation screenshot
Genre: Shooter, Adventure, Indie

Tunguska: The Visitation

Update 1.54 Patch Notes

- Adjusted various stats and mechanisms to accommodate the skill system DLC (upcoming). The skill are all coded now, just need to create the UI and character creation process.

- Added "Superior" and "Premium" grades to serum ingredients, meats, and vegetables. You have a small chance to harvest the superior/premium version of these ingredients from ghouls, animals, and plants. If you make serum with only superior or premium ingredients, you'll create the "refined" (reduced negative effects) or "purified" (no negative effects) version of the serum. Same with food - you'll cook the superior or premium version of the food which worth more money. (Later I'll also extend the calories for these high grade foods)

- You can now walk around by LMB click or hold. Except during melee combat, because the LMB is mapped to the swipe attack, so you'll still need to use WASD. Also, while aiming down sight you must strafe with WASD as well.

- Fixed a bug where you are guaranteed to receive two items from broken down crates.

- Weapon repair using the workbench are now subject to diminishing effect as the durability nears 100%.

- Fixed a bug where a spin slash attack doesn't move player forward.

- Night vision goggle now properly brighten pitch-black underground areas.

Update 1.53-4 Patch Notes

- Fixed the issue that the handguns don't seem to have any meaningful recoil
- Fixed a bug with using repair kit where you could use the entire stack of repair kit, only to gain the durability from one repair kit
- Being drunk now affects aiming

Update 1.53-3 Patch Notes

- Fixed a bug with player become stuck into boar's bone armor after it's killed.

- If you managed to reach the "good ending path" and Jian Jun will buy teeth from you, he will also pay for eyeballs that you collect from strangled enemies.

Update 1.53-2 Patch Notes

- Added a "First Aid Kit" in the game, that can be used to store medicine and serum items. Basically a backpack extender only for medicine and serums. This can be obtained by completing Markov's human stool quest. If you have already completed the quest, you will immediately receive one in your backpack. (Note: it might drop on the ground if your backpack is full)

- Now, if you sleep after taking a temporary timed effect serum, the effect's duration will reduce according to the length of sleep, instead of just going away.

- Adjusted the list of item types that will disappear if they are neglected on the ground. These items include:

Weapon, ammo, serum, thrown, Medicine, Money, Armor, Helmet, Ingredient, Food

- Changed the repair kit stack size to 5

- Changed the amount of repair done by the repair kit to 15%

- Fixed a bug with respawned trees not going transparent when you are behind it

- Improved controller aim. If you hold LTrigger to aim, use right analog stick to select target, and then press the RTrigger half way down or all the way down (to shoot), the selection will stick. This will help preventing loss of aim while shooting.

- Fixed a bug with hidden interactive objects showing up when holding X key

- Fixed a bug with controllers not locking on unconscious bodies

- ESC key can now be used to close various pop-up windows in the UI

- Now, high Tunguska Syndrome will not kill the player. It'll drop the health gradually to 1, and stop there

- Paid healing service from doctors will now stop bleeding as well

- Fixed a bug where player can get stuck between the train and platform in Station 11

Small Update To Reverse A Change

Dear Ghoul Hunters,

I'm releasing this small update to reverse the change I made previously:

- Sleeping after eating will now only heal up to 80% of your total health, with 10 HP restored per hour of sleep. The skill system will improve this.

I believe I'm rushing this before the skill system is ready, which caused inconvenience to many players. I apologize for the bad decision, and please let me know if you have any suggestions :)

Thanks!

Basic Controller Support Now Available!

Hello Ghoul Hunters!

It took me a while, but I finally managed to code some basic controller support! Right now, the game hard-codes following controls:

Left Stick - Movement
Right Stick - Look/Aim
Left Trigger - Aim Down Sight
Right Trigger - Shoot/Use

For the rest of the controls, you should be able to map them to keyboard keys via Steam. You can also try mapping it directly in-game, but some advanced controller buttons might not register.

To enable controller, go to the settings and turn on "Enable Gamepad". When you move the right stick around, it'll try to find an appropriate target to lock on for you, both while aiming down sight or just looking around. Please let me know if you have any suggestions for how controller works, although I won't be able to get to them in the near future since I have a lot of other work for the game to get to. But the current control scheme will at least get you through the game :)

Other changes included in the update:

- Sleeping after eating will now only heal up to 80% of your total health, with 10 HP restored per hour of sleep. The skill system will improve this.

- Now when you continue to stack-use permanent effect serums, the effect will diminish after each use. This is to prevent the player from becoming super-human, thus ruining the experience with future DLCs.

- When you have food order and the customer dies from combat, the order will be cancelled without any penalty for you.

- After reaching 100% relationship with a faction, the merchants will carry more cash.

- Cooking lard from pork will now produce 2 lard instead of 1.

- Increased the amount of pork available in the game.

- Improved native resolution detection when you first start the game.

- Fixed a bug where you can double-equip a type of weapon attachment on the same weapon.

Update 1.52-7 Patch Notes

- Fixed a bug with switching weapon causing animation to stuck

- Added the ability for the DX2 detector to show the location of whirlwind distortion, when player is holding it and standing close to the distortion.

- Removed a few distortions from Zernaskaya Train Station map. You can now safely cross the area by walking in the woods.

Update 1.52-5 Patch Notes

- You can now "grow" Mortes in the DLC. Behind the Kraikretten house in the dark forest, where you'd see a pile of Mortes and three candles, you'll find a note with a hint on how to grow it.

- Fixed various UI formatting issues

- Fixed the bug where respawned tree cannot be harvested.

Update 1.52-4 Patch Notes

- Trees will now break down once you harvest all the firewood from it, leaving only a stump. It'll re-grow in several weeks of time.

- Attempted to fix a bug where during strangling, the victim randomly floats away from you. I can't reproduce this issue myself, so I can only predict what the root cause may be.

- Fixed a bug with the Makarov aiming too low

- Now, any semi-automatic weapon with a laser sight will not auto-snap on. You can aim at anywhere you want using the laser. Other guns will still auto-snap on.

- Fixed a bug where an enemy patrol will not hear your footsteps

Announcing "The Way of A Hunter" Mini-DLC!

Hello Ghoul Hunters!

I have been secretly working on the concept for a character-creation and skill system for some time. When I first started working on Tunguska, I didn't think it was quite necessary since I didn't aim to make an RPG, but as I began to add more content, stories, and fleshing out the combat/survival system, it became more and more apparent each day that skill+customization would greatly benefit and diversity the experience of this game.

So I decided to go all-in and create a full-fleshed character creation and skill system, and release it as a mini-DLC in the next month or so. The system begins when you start a new game, and before entering the editor office you'll be asked to fill out a sheet describing personal info such as appearance, body type, past employment etc., and this info will determine the initial status, skill, and character model.

The skill system will work like this:

1. You have two types of XP: combat and survival. When you perform any action related to combat, you gain combat XP and vice versa.

2. Each type of XP will fill up a "level pool" and stop accumulating. You can then go to the skills panel, and assign the current XP points in the pool towards one skill (only one).

3. Each skill consists of several perks, and as you assign XP to the skill, it progresses towards the next perk, and eventually unlocking it.

4. Additionally, an action directly related to a skill will also slightly increase the progress of that skill.

5. Each skill will also have a non-perk advantage that gradually increases as the skill progresses, such as the amount of damage you deal during melee combat.

I will release more information about the system as I make further progress.


Also, please see below some of the new features and fixes added in 1.52-2 and 1.52-3:

- Added a new item: Field Repair Kit. You can find it around the map or buy it from Filip. You can also craft them once you get the workbench guide in Ravenwood.

- Added an "Ingredients" button in the "serum notes" panel when you open a serum recipe while crafting. This button will automatically grab all the necessary ingredients from your backpack. You still have to manually set the temperature, and click the Craft button. This button works for cooking as well.

- Now, crafting serum or food will advanced time and cost energy.

- Added various breakable crates around the map. You can break them by kicking, melee, or bullets. They will drop one or two (or nothing) random items.

- Added the ability to hide the roof of certain buildings in combat-heavy areas when you aim at it from afar.

- The long range abilities of ghouls will now cause Tunguska Syndrome. Be careful out there!

- If you have already completed the Oblenska quests, all the fast travel guide destinations will be unlocked for you.

- Slightly improved the search maneuver of NPC.

- Added a crowbar in Station 11.

- Expanded the hitbox of melee weapons, This should help with registering hits.

- Fixed the flickering of shadows produced by ambient occlusion.

- Fixed a bug of character animation stuck when you switch to rock (5 key) while swinging a melee weapon.