DESYNC - FOREGONE_


Hello once again,

DESYNC Patch #10 is live now!

It's been a long time coming, but we've finally introduced the ability to play DESYNC with a controller! Any controller should work, in any configuration, and you'll have the ability to swap between controller and kb&m instantly and hopefully without issues.

We've also introduced a bunch of bug fixes, and again have massively improved performance across the board. One issue that has plagued the game for a while are micro-stutters in later levels, and those have finally been eliminated.

I'd like to thank the following people for giving up some of their free time to help test this patch, as without their help this wouldn't have happened!

- CabalCrow
- Nahtanriel
- Awesam
- Matt Flach

--------------------------------------------------

DESYNC Patch #10
(Ver 1.666.87 -- 11/08/19)

--------------------------------------------------

Features
  • Full Controller Support, including new Crosshair, and weapon selection options

Gameplay Changes
  • Score penalty for using Cores has been removed
  • Pause menu GUI size increased
  • Knockback from Layercrawlers reduced
  • New tutorials for certain features, and updated text
  • Changed Terminal info icon to a question mark
  • Environmental Hazards damage the player slightly less
  • Wavescythe stagger damage reduced slightly
  • All weapons use slightly less energy when fired

Performance
  • Massively increased framerates across the board
  • Eliminated many instances of micro-stuttering, especially in complex levels

Bug fixes
  • Dualaggers are now properly launched with Aegis Dash
  • Fixed enemies not being able to be overkilled with the Diameteor
  • Fixed flickering when hovering over certain area of the World Sphere

Big thanks to everyone that has posted bugs and feedback here as it's helped us out immensely.
Reminder, we've got our discord going here for anyone that's interested:

https://discord.gg/dZH85w4

glhf,
FOREGONE
DESYNC - suisieg


Hello again,

DESYNC Patch #9 is live now!

So... it's been a while, hasn't it? DESYNC's hard-drive has been humming with activity, begging for attention, and we're excited to bring you an updated version of the game with loads of changes and fixes across the board! This update is loaded with goodies and comforts that we hope ensures a smoother and fresh experience for old and new players alike.

You'll be hearing from our corner of the void again in the near future, so without further ado, feast your eyes on the changelog below, and welcome back to the Digital Otherworld;

--------------------------------------------------

DESYNC Patch #9
(Ver 1.665 -- 21/10/18)

--------------------------------------------------

Performance;
- Greatly increased framerate in all areas
- Greatly decreased micro-stuttering issues

Accessibility;
- 5:4 Ratio Support

Design Changes;
- Added Level Name to introduction of each Level
- Any AS performed during Desync Mode now grants 4x Score
- Adjusted many Enemy Spawns in all Levels
- Adjusted many positions of Traps in all Levels
- Added text for Sidearm Terminal showing how to use each Sidearm Ability
- Reworded and recontextualized many Tutorial Messages
- Changed Tutorial Message Headers to Help instead of Guidance
- Added Sidearm and Core names to notifications
- New Tutorial Message regarding Dashing Ranged Attacks in Approach
- Slightly lowered difficulty of Zone Defenders, they also now drop more Weapon Energy
- Less glitch effects when selecting a level, and a faster transition
- Elevator in Link Network now has buttons instead of being automatic
- Tristol Energy drops less frequently, and Tristol regens faster
- Attack Rush speed no longer decreases on self damage
- Nutation Core can now DESYNC all Enemies
- Standing Pads added to every Terminal in the Link Network
- Music now phases down on player death, back up on Reconnect
- The Enemy Death readout now displays if the Enemy had a Sync
- Added sounds to various Terminal features
- User is now moved to in front of the World Sphere when activated
- Added input prompts for rotating the World Sphere and changing Terminal screens
- Activating terminals is now faster and smoother
- Message terminal will automatically open a category of Messages
- Moved position of Polyhedrom Weapon
- Removed Liquid Wall in Encounter 1 of Biomineral
- Slightly increased time before Enemies explode with Aftermath Mutator
- Added very helpful testers and users to Credits
- Diameteor Secondary projectile travels slower, and uses more Energy
- Diameteor Primary projectile travels faster
- LayerCrawlers now shunt the User when they attach
- Added many more Shard Cases throughout levels
- FodderBots are more easily Overkilled
- Added a hit reaction to TerraBlaster Shuriken
- Explosive distance of Defrag and Aftermath reduced

Graphical Adjustments;
- Updated Lighting across every Level
- Altered colours and effects of some Explosives
- UI is now moderately cleaner and easier to read
- Link Network Terminals now adjust FOV independently so text is clearer
- Explosive Hazards graphics update
- LayerCrawler Mine graphics update
- Zentore's Static Shields no longer clip through each other
- Fixed certain objects and enemies casting shadows when they shouldn't
- Spike Trap visual improvements
- Right Click HUD icon now gets removed when player access a LN Terminal
- Changed Shadows to be OFF and ON rather than LOW MED HIGH
- Nutation Core colour changed from Orange to Dark Purple
- Added a hit effect to WaveScythe Secondary attack
- More visual and aural interaction with the World Sphere
- Glitch graphics for Zone Defender Levels on the World sphere now moves
- Changed the color of Side Arm Abilities that are locked
- Highlighted input text with Cyan in Messages
- Added 4x Score graphic to Desync ASs

Bug Fixes;
- Fixed Automatic firing weapons not auto swapping when out of ammo
- Fixed Link Network Shard amount showing 999 when have more than that
- Fixed a text error for Hard AS values
- Fixed being able to Dash while game is paused
- Fixed Core Graphics showing incorrectly in different aspect ratios
- Fixed some explosions not triggering Singleton AS
- Fixed DiffuserRail not hitting certain Enemies/Shields
- Fixed ColdCross Projectiles sometimes not colliding with Enemies/Shields
- Fixed Enemies in Zentore Boss Fight not having names
- Fixed not being able to Rocket jump with Diameteor Secondary
- Fixed Sidearm Icons being squished
- Fixed some projectiles not colliding with Zentore's Shields
- Fixed Entripment AS sometimes not working even with Shuriken on the ground
- Fixed Enemy Pathfinding acting weirdly in many situations
- Fixed Zentore sometimes spawning in the air
- Fixed being able to bypass Zentore's wave events
- Fixed Xeoron's audio sometimes not being in sync, and footsteps not playing
- Fixed Out of Ammo being spammed when using Automatic fire
- Fixed music not phasing out correctly when player dies
- Fixed a broken wall in Helix
- Fixed ColdCross Bolts sometimes crashing the game
- Tox Bursting Enemies no longer causes stutter/crashes
- Ensured all achievements can be retroactively unlocked with Save Data

Big thanks to everyone that has posted bugs and feedback here as it's helped us out immensely.
Reminder, we've got our discord going here for anyone that's interested:

https://discord.gg/dZH85w4

glhf,
FOREGONE
DESYNC - FOREGONE_


Hello,

DESYNC Patch #8 is live now!

This patch brings along some polish and shine alongside a few final fixes that've been bugging us for a while. It's been great seeing you guys tackle the leaderboards with strategies old and new and we want to keep making sure as little as possible gets in the way.

The Diffuserrail secondary never sat quite right with us so we've given it a bit of a redux as a burst shot with fairly high stagger. This shot blends well into the penetrating primary and is able to grant some score and an easy Desync in it's own right.

The new Crosshairs look a bit sharper, and also includes some greater insight into the targeted enemy's health (which is now shown as a gradient) and weight class (which also displays how many Health Drops they'll drop when Overkilled!)

--------------------------------------------------

DESYNC Patch #8
(Ver 1.337.99 -- 8/27/17)

--------------------------------------------------

Additions
- New Crosshair system + Appearance
- Altered Diffuserrail secondary fire (rapid shot)
- Added various links to Main Menu
- Added Encounter Rank display within levels in the Codex
- One new Attack Sequence
- Three new Steam Achievements
Fixes
- Fixed camera going below ground when killed by Volumes
- Fixed Xeoron Arrow Shot effects
- Fixed FOV when using Terminals
- Fixed reflected Player projectiles not displaying "Killed by Self"
- Fixed Polyhedrom projectiles flying off randomly sometimes
- Fixed a bug where game would crash if Defender dies while Player is dead
- Fixed Player Account Terminal not displaying relevant input mapping
- Improved movement in Link Network
- Improved visuals of Defender Shapes in Link Network
- Improved visuals of End Level Readout
- Reduced size of some HUD elements
- Updated Shard Tutorial with information on Shard Types
- Updated Weapon Sprites on HUD


Big thanks to everyone that's posted bugs and feedback here as it's helped us out immensely.
Reminder, we've got our discord going here for anyone that's interested:

https://discord.gg/dZH85w4

glhf,
FOREGONE
DESYNC - FOREGONE_


Hello,

DESYNC Patch #8 is live now!

This patch brings along some polish and shine alongside a few final fixes that've been bugging us for a while. It's been great seeing you guys tackle the leaderboards with strategies old and new and we want to keep making sure as little as possible gets in the way.

The Diffuserrail secondary never sat quite right with us so we've given it a bit of a redux as a burst shot with fairly high stagger. This shot blends well into the penetrating primary and is able to grant some score and an easy Desync in it's own right.

The new Crosshairs look a bit sharper, and also includes some greater insight into the targeted enemy's health (which is now shown as a gradient) and weight class (which also displays how many Health Drops they'll drop when Overkilled!)

--------------------------------------------------

DESYNC Patch #8
(Ver 1.337.99 -- 8/27/17)

--------------------------------------------------

Additions
- New Crosshair system + Appearance
- Altered Diffuserrail secondary fire (rapid shot)
- Added various links to Main Menu
- Added Encounter Rank display within levels in the Codex
- One new Attack Sequence
- Three new Steam Achievements
Fixes
- Fixed camera going below ground when killed by Volumes
- Fixed Xeoron Arrow Shot effects
- Fixed FOV when using Terminals
- Fixed reflected Player projectiles not displaying "Killed by Self"
- Fixed Polyhedrom projectiles flying off randomly sometimes
- Fixed a bug where game would crash if Defender dies while Player is dead
- Fixed Player Account Terminal not displaying relevant input mapping
- Improved movement in Link Network
- Improved visuals of Defender Shapes in Link Network
- Improved visuals of End Level Readout
- Reduced size of some HUD elements
- Updated Shard Tutorial with information on Shard Types
- Updated Weapon Sprites on HUD


Big thanks to everyone that's posted bugs and feedback here as it's helped us out immensely.
Reminder, we've got our discord going here for anyone that's interested:

https://discord.gg/dZH85w4

glhf,
FOREGONE
DESYNC - FOREGONE_


Hello,

DESYNC Patch #7 is live now!

Some fixes and gamefeel adjustments today. Two major new changes are new Disconnection Readout system has been added that shows you how you died, and some adjustments to forward jump height and air control have been made to increase player mobility a bit. Hope you enjoy these changes.

And hello to newcomers from the Summer Sale! See you on the leaderboards.

--------------------------------------------------

DESYNC Patch #7
(Ver 1.337.17 -- 7/7/17)

--------------------------------------------------

- Added new Disconnection Readout text on death
- Increased User forward jump height, increased gravity to compensate
- Altered ScarJammer enemy appearance
- Fixed Q rebind activating Quick Restart
- Fixed a bug with Tracer Mutator stopping movement
- Fixed a spawn point in Necropolis Aberration
- Fixed an invisible wall blocking space in Colossal
- Fixed Approach out of bounds gap
- Lowered Xeoron HP slightly
- Adjusted Aerial killboxes in Approach/Colossal
- Slowed weapon sway when airborne or dashing
- Adjusted all akimbo weapon positions and animations
- Added a slight feedback to weapons when dashing
- Slight performance optimizations

Big thanks to everyone that's posted bugs and feedback here as it's helped us out immensely.
Reminder, we've got our discord going here for anyone that's interested: https://discord.gg/wjcaKkp

Currently, we're working on Controller Support and GOG/Twitch versions, while continuing to unearth the lowest terminal in the Link Network...

glhf,
FOREGONE





DESYNC - FOREGONE_


Hello,

DESYNC Patch #7 is live now!

Some fixes and gamefeel adjustments today. Two major new changes are new Disconnection Readout system has been added that shows you how you died, and some adjustments to forward jump height and air control have been made to increase player mobility a bit. Hope you enjoy these changes.

And hello to newcomers from the Summer Sale! See you on the leaderboards.

--------------------------------------------------

DESYNC Patch #7
(Ver 1.337.17 -- 7/7/17)

--------------------------------------------------

- Added new Disconnection Readout text on death
- Increased User forward jump height, increased gravity to compensate
- Altered ScarJammer enemy appearance
- Fixed Q rebind activating Quick Restart
- Fixed a bug with Tracer Mutator stopping movement
- Fixed a spawn point in Necropolis Aberration
- Fixed an invisible wall blocking space in Colossal
- Fixed Approach out of bounds gap
- Lowered Xeoron HP slightly
- Adjusted Aerial killboxes in Approach/Colossal
- Slowed weapon sway when airborne or dashing
- Adjusted all akimbo weapon positions and animations
- Added a slight feedback to weapons when dashing
- Slight performance optimizations

Big thanks to everyone that's posted bugs and feedback here as it's helped us out immensely.
Reminder, we've got our discord going here for anyone that's interested: https://discord.gg/wjcaKkp

Currently, we're working on Controller Support and GOG/Twitch versions, while continuing to unearth the lowest terminal in the Link Network...

glhf,
FOREGONE





DESYNC - FOREGONE_


Hello,

Steam Trading Cards have finally been added for DESYNC. If all went well, if you own the game and have played it for a couple of hours, you should retroactively immediately have gained 4 cards already.

We especially hope you enjoy the new profile backgrounds.

glhf,
FOREGONE
DESYNC - FOREGONE_


Hello,

Steam Trading Cards have finally been added for DESYNC. If all went well, if you own the game and have played it for a couple of hours, you should retroactively immediately have gained 4 cards already.

We especially hope you enjoy the new profile backgrounds.

glhf,
FOREGONE
DESYNC - FOREGONE_


Hello,

DESYNC was developed over a three year period and every step of the way was wild. We've put together an album of pictures showing what we started with and the iterative process our mechanics, features, and visual style went through.

Check it out here: http://imgur.com/a/2fAwx

glhf,
FOREGONE
DESYNC - FOREGONE_


Hello,

DESYNC was developed over a three year period and every step of the way was wild. We've put together an album of pictures showing what we started with and the iterative process our mechanics, features, and visual style went through.

Check it out here: http://imgur.com/a/2fAwx

glhf,
FOREGONE
...

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