[p][img src="https://clan.akamai.steamstatic.com/images/34878164/2eca501768aae62675ad0c6f6ce8e4e0e7ace74a.png"][/p][p]Hi everyone![/p][p]It has been quite a journey. After 9 years of development, the game finally launched and received a tremendous amount of feedback. I have done my best to address as many of your concerns as possible. Now, 3 months after release, it feels like the game is in a state where I can truly begin adding new content.[/p][p]I am excited to share Update 2.0, a major update that includes new content, gameplay improvements, and important bug fixes to enhance your experience. This update brings the game much closer to the original vision I had from the start.[/p][p]You can find the Update 2.0 changelog below, highlighting the most important changes and fixes.[/p]
New Content
[p]Added 2 new weapons.[/p]
[p]Added 2 new augments: Recon Optics and Kinetic Boost.[/p]
[p]Added more items to discover.[/p]
[p]Added the ability to craft medical items using plants.[/p]
[p]Increased the level cap by 5.[/p]
[p]Added the ability to talk to every NPC in the game.[/p]
[p]More books are now available for purchase, offering additional world lore.[/p]
UI and Quality of Life
[p]Added a minimap to help players navigate the world more easily.[img src="https://clan.akamai.steamstatic.com/images/34878164/de8b7984d10aba16a59e61c6c1ee3804ec361be8.gif"][/p]
[p]Added new map screens for all 3 celestial bodies.[/p]
[p]Weapon skins now correctly display on the player character in the inventory.[/p]
[p]Added conversation history for NPC dialogues.[/p]
[p]Players can change their armour colour at designated terminals located in Armis Tech and aboard their ship.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34878164/bef4c300aa4b70898b9b700ae72360750c4761b5.gif"][/p]
[p]Added more hats to wear.[/p]
[p]Added “Context Clues” notifications to assist gameplay and give players more feedback.[/p]
[p]Added more 'barks' to characters.[/p]
Gameplay Improvements
[p]Implemented tiered enemies to make Alios and Vesta more challenging.[/p]
[p]Added 5 brand-new perks to expand your skill options.[/p]
[p]Added a respec system, allowing players to reallocate skill points.[/p]
[p]Added hacking cooldowns for hacked devices, which deactivate and reactivate over time.[/p]
Bug Fixes and Polish
[p]Reduced the view distance of various foliage meshes to improve performance.[/p]
[p]Removed various unused meshes in Chronos.[/p]
[p]Edited 'Vesta' level to accurately reflect the players faction choice.[/p]
[p]Updated UI icons for weapon skins.[/p]
[p]Fixed multiple visual issues with the Divinity DMR weapon.[/p]
[p]Fixed the ‘Executioners Rush’ skill text error.[/p]
[p]Fixed the 'Beast of Burden' perk unlocking issue.[/p]
[p]Fixed a bug allowing turrets and some cameras to be hijacked without enough biocell energy.[/p]
[p]Fixed waypoint tracking bugs.[/p]
[p]Fixed mission tracking bugs.[/p]
[p]Fixed an issue where the cursor didn’t work during initial dialogues if using a gamepad.[/p]
[p]Fixed a collision issue preventing players from uncrouching near tripwires.[/p]
[p]Fixed the skill book achievement unlocking problem.[/p]
[p]Improved death ragdolls and animations.[/p]
[p]Fixed weapon modding UI to accurately display weapon stats.[/p]
[p]Fixed visual inconsistencies with the Divinity DMR in inventory.[/p]
[p]Added physical barriers to certain locations to demonstrate the players inability to access them.[/p]
[p]Removed grass meshes that were clipping through meshes inside of buildings.[/p]
[p]Made balance changes for across all difficulties.[/p]
[p]Fixed issue with some weapons not firing after interacting with 'News' items.[/p]
[p]Many other minor fixes.[/p]
[p][/p][p]Thank you all so much for sticking with me over these last 3 months as I’ve continued improving the game and adding new content for you to enjoy. I’m really looking forward to hearing your thoughts on this update so we can keep making the game better together. Update 2.0 is just the beginning. ❤️[/p][p][/p]
It’s been a little over two months since the game launched, and I wanted to share an update on what’s been happening since the last patch (v1.1.0), and what’s next for Within the Cosmos.
Over the past month, I’ve been focused on fixing bugs and improving stability. I've also been adding new content that I originally hoped to include at launch, as well as things that players have been asking for. The upcoming v2.0 update is something of a soft relaunch, and a major step forward for the game with over 90 changes, additions, fixes, and improvements.
Here’s a quick look at what’s coming:
Minimap: One of the most requested features since launch (and even during beta) is finally implemented.
Armour Colour Customisation: Add variety and personalisation by changing your character’s armour colour.
And much more:
New gameplay features: takedowns, stealing, pickpocketing
New perks, augments, and craftable items
New skill books, weapons, weapon skins, and more
UI upgrades, new map screens, and minimap integration
Improved enemy AI behaviour and dynamics
Performance enhancements and bug fixes
This is just the beginning of a larger effort to improve the overall experience. I’ll be announcing the release date for update v2.0 soon, but in the meantime, I’d love to hear your thoughts on these upcoming changes. Your feedback is incredibly valuable as I continue working on v2.0, and beyond.
Thank you all tremendously for your patience, your honesty, and your support! ❤️
- debdev
New Patch - v1.1.0
Hey everyone!
Today marks exactly one month since launch, and I just want to say how grateful I am for all the support, feedback, and bug reports you've shared. It’s been a busy month full of patches, improvements, and planning for the future.
Patch v1.1.0 focuses heavily on fixing major bugs, tightening up gameplay systems, improving the gameplay flow, polishing interactions, and adding a few new features based on your feedback. The goal here was to make the experience smoother, and more stable.
Here’s everything included in today's update:
Quality of Life Improvements
Changed tablet logo image to an Armis Tech logo.
Added Quick Save option in the pause menu.
Normal saves now unpause and continue the game immediately after saving (to get players right back into the action.)
Added a 'Continue' button in the main menu.
Added notifications on the top right to give better context clues (e.g., low too skill for an action, missing the appropriate locks, etc).
Added a text description to every mission.
Gameplay Improvements
Some turrets can now be picked up, carried, and used against enemies.
If the player is using a keypad or computer and gets hit, they are now forcibly taken out of the interaction.
The player will now become an enemy of UESA if they choose to side with the Enlightened, causing UESA forces to attack them upon arriving in Pearl City.
Limited the number of auto-saves and checkpoint saves to prevent the save list from being flooded.
General Bug Fixes
Fixed an issue where looting a dead body of an NPC that was previously killed would cause the loot prompt to float in mid-air after loading into a level.
Fixed the shotgun and assault rifle weapon positions when swapping weapons.
Fixed an issue where Androids could die and remain frozen in mid-air after falling off a ledge.
Fixed a bug where players could die when transitioning to a new area due to lingering KillZone triggers.
Fixed the issue with unlocking the QuickHack Interface software.
Adjusted the logic for the transport station doors to ensure they properly check if the player can access them.
Fixed an issue where the bandit leader would accidentally shoot himself when attacked.
Fixed an issue where the Order's terrorist would not shoot the player as intended.
Text and Audio Polish
Polished text in a few characters’ dialogue to match the VO lines more accurately.
Added missing voice-over lines for 6 characters.
Thank you again for being part of this first month! Your support truly means the world to me. As a solo developer, every bit of feedback, encouragement, and patience has a huge impact on me and how I move forward with this.
I’m excited to keep building on this foundation and making the game even better. Please keep your reports and suggestions coming, and I’ll keep doing my best to improve and expand the game. Now that the game is more stable, I have begun to test and implement some new features into the game, and adding more content, but I'll speak more about that in a few weeks when things get more finalised. I hope you'll look forward to it!
Here’s to the next chapter! ❤️
- debdev
New Patch - v1.0.9
Hey everyone!
I’ve spent the last few weeks playing through the game and reviewing your feedback and bug reports. In about a week or so, I’ll be releasing patch v1.1.0, which aims to address the vast majority of the issues reported so far, so I hope you're looking forward to that! For now, today’s patch addresses several bugs and makes some slight changes to the game. Here’s what’s in today’s patch, v1.0.9:
General Bug Fixes
Fixed some achievements not unlocking as expected
Fixed issue with ‘Parts’ that could cause crashes when taken
Fixed bug where pressing F to consume Zip! didn’t work in some cases
Resolved issue with Zip! respawning after being taken
Fixed bug where holding SPRINT while using computer or keypad played footstep sound effects
Fixed androids still emitting humming sounds after being killed
Fixed issue where Captain Williams did not deliver the full line after an encounter
Fixed issue that resulted in tripwires not being destroyed when shot
Fixed issue where the Assault Rifle would keep firing if the player was shooting it upon death
Fixed issue where the player couldn't talk to Anderson despite having the appropriate mission
Gameplay Adjustments
Adjusted enemy weapon damage
Reduced Biocell drop rate from androids
Adjusted 'Mine' loot drop rate
Enemies can now trigger tripwires.
Added sound effect for equipping mines/grenades
Added beds to an outdoor bandit camp area
UI / UX Improvements
Added location markers to Vesta locations
Added an available ‘NIM’ indicator to the SOFTWARE tab and on the HUD, similar to the Skills/Perks indicator
Adjusted level up on-screen indicator to avoid overlapping with UI
Adjusted location discovered UI to no longer overlap with the current objective
Added a ‘Selected’ icon to tagged skills in character creation
Added a ‘Selected’ icon when the player selects a background during character creation
Bunker doors ‘OPEN’ signs no longer turn on when power is shut off
Fixed issue where the doors in the bunker clipped through walls
NPCs
Adjusted hat models on some characters to reduce clipping
Added voiceover to the female guard outside Chronos.
Bookshop keeper’s mouth no longer continues moving after closing the shop menu
NPC in front of Chronos' entrance now walks around
Firing animations for androids and bandits using shotguns have been corrected
Julian’s initial dialogue has been adjusted
World Design & Environment
Updated Storage Facility layout (no longer uses Comms Centre layout)
Added more details to Armis Tech HQ
Added more details to Vicis Corp Research Facility
Fixed collision issues with cables on the floor in a few levels
Fixed skylight lighting when power is restored in the UESA bunker
Made sure desks in bandit camp and Armis Tech have functional drawers
Footstep audio for certain floors in the UESA bunker has been updated
Thank you for your ongoing support and feedback. As a solo developer, every bit of input helps shape the game in the right direction. I’m committed to making this game the best it can be, and I’m so excited for what’s to come! Keep the reports and suggestions coming, and I’ll continue working on improving everything. I also have some exciting news to share with you all in the near future. More updates are on the way! Thank you all, every single one of you, for being a part of this journey. ❤️
- debdev
New Patch - v1.0.8
Hey again everyone! Thank you so much for all the feedback and support you’ve been sharing on the community forums and on Discord, it’s been incredibly helpful. This update addresses a number of bugs, mission issues, and visual problems that many of you spotted, along with some tweaks to gameplay balance and UI. There’s still more to come, but this patch should help smooth out a lot of the rougher edges. Here’s what’s included in patch v1.0.8:
General Bug Fixes
Fixed issue where some items and weapons would respawn after being taken (including the Data Disk).
Fixed exploit where repeatedly interacting with an unlocked door could repeatedly reward XP.
Added KillZ collisions so falling off the map now results in player death.
Added barriers to prevent access to out-of-bounds areas.
Fixed issue with unpausing a paused game. Escape key/Start button now properly unpauses the pause menu.
Vicis Corp research door no longer requires two interactions to open.
Storage facility doors now open fully on the first interaction.
Fixed code in the storage facility to appropriately reflect the code that can be found.
Environment Changes
Adjusted nighttime lighting in Pearl City and Alios, it should now appear more natural.
Removed large orange sun from the night sky in Alios.
Adjusted collision on rocks in an attempt to resolve issues with players getting stuck.
Made changes to the elevator door in UESA HQ.
Added cliffs to Hargrave’s cave and the Cadet Cave areas.
Removed collision from dead Naqri in Cadet Cave.
Improved terrain and environment details across several areas (e.g. cliffs, barriers).
UX
Fixed issue where switching from Missions to Crafting jumped to Inventory instead.
Began refining UI input handling for gamepad users.
Occasional “[Gamepad XX]” text no longer appears in UI prompts.
Waypoints now update properly when selecting missions from the Missions log.
Waypoints now switch correctly when a new objective gets added to a mission.
Missions & Progression
'Power Up' mission now correctly progresses if you retrieve the keypass via the Cadet side mission.
Data Disk devivery mission no longer misguides the player to leave Pearl City after arriving.
Speaking to Eleanor Page now correctly progresses the Vicis Corp mission.
Entering Armis Tech HQ and the research lab now properly triggers mission advancement.
Commander Fernandes and Andrew Anderson now respond correctly after completing mission objectives.
'Speak to Julian' objective in Brokenhill now shows a waypoint.
Lucian’s post-Hargrave dialogue now correctly reflects Hargrave’s status.
Fixed issue where Commander Fernandes didn’t run down stairs after being freed.
Added skill check for unlocking the bandits’ cell door.
Combat & Weapons
Enemies now properly hold their weapons.
Fixed issue that caused the Divinity DMR and Slayer Sniper Rifle to not fire whilst aiming down sights. They now fire, as they should.
Fixed reload animations for the DMR and Sniper Rifle.
Added missing equip sound effects for the Divinity DMR and Slayer Sniper Rifle.
Fixed visual issue with ranged bandit death texture.
Fixed an issue where melee bandits attacked assault bandits outside of Salton.
NPCs & Dialogue
Fixed missing name for Eleanor Page in the dialogue box.
Armis Tech employee now moves her mouth when speaking.
Armis Tech employee no longer holds a weapon.
Commander Fernandes and Andrew Anderson no longer offer repeated dialogue before mission completion.
I truly appreciate you sticking with the game and continuing to help shape it with your feedback. If you run into any other issues, or just have suggestions, please don’t hesitate to reach out. More updates are on the way. Thank you for everything! ❤️
New Patch - v1.0.7
Hey everyone! I hope you're doing well! Another patch is here, and I've been hard at work addressing some critical issues and making changes based on your feedback, and improving what I can. As always, your feedback has been invaluable, and I’m really excited to share these changes with you. Check out the full list of changes and fixes in update v1.0.7 below:
Tweaked the HUD UI to ensure proper ability alignment.
The doors that lead to the transport station are now accessible in various ways: Either by retrieving the keypasses, or by completing the Ravens and the Enlightened missions. This is to accommodate those that have finished the missions but didn't receive the keypasses.
Fixed fast travel issues to Chronos and Salton, ensuring the correct maps open when fast travelling to these locations and that the player is placed in the correct location.
Resolved a bug where fast travelling would reset all quests, character stats, and inventory.
Fixed an issue where the player would enter the storage facility and lose their weapons, stats, and inventory. Now the player retains all their stats and items.
Fixed an issue where the player would exit the storage facility and be spawned in the wrong location.
Fixed the floating no-clip camera issue that occurred when entering the Armis Tech and Vicis Corp buildings in Alios.
The crafting tab is now visible across all windows/tabs.
The inventory screen now properly pauses the game, preventing interaction issues.
Fixed an issue where weapons that were equipped and then removed couldn’t be disassembled.
Added additional waypoints to help guide players through missions more easily.
Resolved an issue where a mission wouldn’t progress when boarding the player's ship for the first time.
Added more location markers in Alios.
Implemented a change where if the player switches weapons whilst in ADS, it will now exit ADS instead of keeping the weapon aimed down.
Fixed a navigation issue with the gamepad. Pressing RB now correctly goes to the crafting tab instead of missions.
Fixed the HUD issue where the icon indicating "Up" on the d-pad would remain visible when using the gamepad, even if the player didn’t have the relevant ability.
Vendors now have 4x the amount of credits to allow the player to sell more things.
Added some missing VO for characters, including the engineer in Chronos, Aegis in Armis Tech (Chronos), and others.
Made visual improvements to several buildings in Alios.
Fixed issue with the Skarith & Velarach creatures in Alios that resulted in them not granting XP when killed.
Made some visual changes to Berith II.
Thank you again for all your support, feedback, and patience. Every bug report, suggestion, and bit of input you’ve shared has helped bring the game closer to its full potential. I’m excited about the direction things are going, and I truly appreciate each and every one of you for being part of this journey. I look forward to continuing to improve and build on Within the Cosmos. Every patch brings us a bit closer to what this game is meant to be. Thanks for sticking with it, and for believing in it. ❤️
- debdev
New Patch - v1.0.6
Hi everyone! Over the past few days, I’ve been hard at work addressing some of the more time-consuming critical issues. This new patch brings a significant number of fixes, improvements, and QoL updates based on your feedback. A big thank you to everyone who has been reporting bugs and sharing their experiences, it’s truly been incredibly helpful! Below, you’ll find the full list of changes and fixes in update v1.0.6:
Adjusted tent scale in Vesta so the player can easily enter them
Followers in Vesta now properly engage enemies
Fixed allied faction guards mistakenly attacking the player
Added UI sound when selecting a mode on the main menu
Added UI sound when hovering over and selecting a difficulty in the main menu
Added UI sound when pressing confirm/cancel on the “Start New Game” screen
Added UI sound when using arrow keys in the Attributes section of the character creator
Added UI sound effects to the Perks screen
Captain Williams’ dialogue text now matches the voiceover
Time Dilation tutorial only appears if the player has that augment
Rugs and stairs now trigger footstep sounds
Fixed overlapping NIMs chest in the Comms Centre
Added ambient music to the Bandit Cells level
Fixed missing music in the Comms Centre
Added a few more tablets/pads around the world
Reduced the number of biocells dropped by androids (balance change)
Fixed shotgun magazine flickering while held
Fixed being able to fire a gun while holding a box
Fixed weapon changing when scrolling while looting
Skills screen now correctly displays 'Current Stats' values
Fixed some perks not unlocking even when requirements were met (e.g. Favor for a Favor)
Player’s chosen background is now visible in the Stats screen
Biocell charging is now clamped, can’t charge beyond upper limit
Adjusted looting interaction range for bandits bodies
Fixed issue that caused dead NPC's to display an incorrect animation when the player loads into the level
Door that explodes in the UESA bunkers, now remembers its state across save/load to prevent players from locking themselves inside of the UESA bunker
Fixed some tree-ground alignment in Berith II
Added footstep sounds when walking up watchtowers
Nyrrak in Amigo’s Restaurant now properly reacts to the player
Picking up a blade from the floor no longer requires crouching
Fixed some bandits (e.g. Assault types) giving XP upon loading the level
Fixed being unable to speak to Julian after freeing Commander Fernandes
Bandit Cell desks now have drawers
Added more mission waypoints
Waypoints are now properly added when accepting new missions, instead of keeping the waypoints of the previous mission
Fixed weapons sometimes not being visible or equipped after transitioning to a new area
Pressing Escape while reading a tablet/pad no longer breaks the cursor
Fixed an issue where shopping with the vendor in "Rose's Lounge" incorrectly stated that it would end the conversation, instead of allowing the player to continue shopping.
An Enlightened Soldier now correctly displays his name when interacting, instead of "Carl Notts."
Lowered the interact prompt on Chronos' entrance door to make it easier to see when the player can interact with it.
Added some missing VO
Fixed footstep audio on the small bridge leading to Chronos
Thanks again for all the support, bug reports, and patience. Every bit of feedback helps push Within the Cosmos closer to what it’s meant to be. I truly appreciate each and every one of you. ❤️
- debdev
New Patch - v1.0.5
Hi everyone! Another update is here with more fixes and improvements. Thanks for all the reports and feedback since launch, your input is truly invaluable as I continue fixing and polishing the game. Here’s what’s included in patch v1.0.5:
Created character should now appear properly in the inventory screen without changing to the default character.
Made changes to code to ensure it properly rains in appropriate conditions (i.e., no more raining indoors).
Fixed an issue where night sequences in Alios and Pearl City could incorrectly shift to daytime, and vice versa.
Made changes to the final dialogue sequences and end-game slides.
Adjusted enemy count in Vesta.
Polished transitions in Vesta.
Fixed an issue where the DMR scope overlay would remain if the player switched weapons while aiming down sights (ADS).
I also released a small patch yesterday, and another small one earlier today which consisted of:
Fixed issue with the SONIS-R software where it wouldn't properly initialise despite having enough biocell energy.
Captain Williams no longer repeats the initial dialogue when interacting with him at a later time.
Polished VO.
Captain Williams now appropriately triggers the initial dialogue sequence when beginning a new game.
Thank you all for sticking with me as I continue refining Within the Cosmos. Your support and feedback mean the world, and I truly appreciate it. More to come soon! ❤️
- debdev
Small Patch - v1.0.4+
Hi there! I received reports regarding the SONIS-R software not working properly, this small patch is primarily to address this. Here are the changes made in this patch:
Fixed issue with the SONIS-R software where it wouldn't properly initialise despite having enough biocell energy.
Captain Williams no longer repeats the initial dialogue when interacting with him at a later time.
Polished VO.
As usual, I'll continue working through the list of bugs and polishing the game. Thank you for your patience! ❤️
- debdev
New Patch - v1.0.4
Hi everyone! I hope you're all doing well. Another day, another patch, and more progress to share. Here are the changes and fixes in patch v1.0.4:
Software screen now properly and more accurately displays the player's current level with a specific perk and whether it is unlocked.
Added missing textures to a few meshes in Pearl City.
Made adjustments to the ending slides text.
SONIS-R software now displays its required key and is triggered when pressing it, instead of using the scanning key.
Fixed issue where it could rain indoors.
Fixed issue that resulted in many characters being named Sera/Carl Notts.
Made ship entrance more visible by adding stairs and increased interaction range.
Fixed the sun being visible at night in Alios & Pearl City.
Polished VO.
Fixed some bugged achievements and began the process of retroactively adding achievements the player should have unlocked.
Changed audio for opening a NIMs chest.
In case you missed the changes made yesterday, in v.1.0.3, here they are:
Fixed Brokenhill Side Mission breaking if the objective is completed before receiving the mission.
Ravens leader should now give a keypass for every possible ending.
Bandit leader can now be told that he can return to Salton.
Resolved issue where holstering/unholstering a weapon would break reloading/firing/missing attachments.
Thank you all for continuing to believe in Within the Cosmos as I work through all the reports you've sent me. I truly appreciate it. ❤️