Hi,
I'm really happy to announce that the next massive update is available fo testing. Just select the "unstable" beta in settings. Blockscape is finally turning into a real game.
Texture direction will now follow beam direction
Added icon that shows when simulation is on
Player acceleration is now connected to speed-multiplier
Random metal material selection for procedural buildings
Better castle walls with battlement for procedural castles.
New roofs for procedural buildings.
New bridges for procedural buldings.
Better basement and tunnel hatch positions for procedural buildings.
Added azure metal. Glowing metal.
Added Settler dialog. They will tell you how to get the magic Azure material
House keys may now be generated in caves.
Added diving helmet. Makes it possible to breathe under water.
Protector material now depends on biome
Protector now drops reactor core with color based on the biome
Fixed material and crafting of dragon armor
Azure metal is now generated in settler basements
Added shelves to settler basements
Fixed third person camera position in tight spaces
Settler now looks at player when talking
Improved water physics
Interactive water surface with ripples and stuff
Fixed jittering of player when close to ground in water
Oceanborn entity. Doesnt do anything yet.
Monsters now drop items into the world when destroyed.
Player now picks up items when walking over them.
Lots of new procedurally generated/placed rocks
Better logic behind rock generation/placement
Snake only spawn in grass now
Overcast weather
Improved caves with more details
Better cave salt crystals
New procedurally generated spruce trees
Removed modular building parts. They are confusing and limits creativity.
Documents now look like documents and are generated on walls.
Copter and Drill recipes can now be found under protectors.
Castle Ghosts. Iimmune to normal weapons
Long weapons should have greater range than short weapons.
Player can now slide down steep slopes.
Better/smoother digging with drill. You dont get stuck anymore.
Mouse input now doesnt trigger drill if any ui dialog is active.
Cover materials are no longer generated for voxel below ground surface.
Fixed vehicle third person camera bugs
Fixed detonations from drill causing destruction of the same mob multiple times
Player body is now hidden when in ghost/noclip mode
Better player collision detectection and response
Added Bun Hair
Settler hair is now randomized hair.
Added reactor core cube type and model.
Drill is now semi transparent when camera is in front.
Fixed blueprint text.
Hair/helmet rendering is now disabled when in first person.
Settler hair is now randomized.
Added Acacia trees. Rare trees found in desert biomes.
Changed Plam wood/leaves to Acacia wood/leaves
changed so that monster material is based on spawn position.
Added model offset value to tree models so that they can be modeled above ground.
Fixed Settler lip color
head movement is now limited when wearing diving helmet
Added tunnel wall with shelf to procedural tunnels
Removed metal handles from pickaxe
Added azure metal to refined metals group
Removed metal from valid monster materials
Added feets armor to guard
Cover paint (blood) is now alloed on indestructible voxels
Fixed symbol rebuild error resulting in leaf tesselation
Added some more paintings to buildings
Fixed material text of found items
Fixed inner walls near wall extension
Added recipe panel to crafting screen. Shows needed ingredients in a better way.
Added delay to game over menu
Player will now drop equipped items on death
Player will now turn into a pile of blood on death
Added min population requirement to recipes
Respawning into snow biome now add boots to player
Mysterious machine recipe is now generated in the castle dungeon.
Vehicles are now locked by default. Craft in survival to unlock in creative.
Diving helmet crafting
Azure metal now protect from magic, heat and cold
Smooth voxels add/delete are now better aligned with blocky voxels.
Smooth voxels box delete now only delete corners inside the cursor box that are not connected to corners outside of the cursor box.
Smooth voxels add now add all corners inside the cursor box.
Deleting blocks with mblock will not delete smooth voxels anymore.
Slope tool now works with smooth voxels
Selection tool with copy/paste, delete and fill functionality. Selection box is limited to 32x32x32 voxels.
Added small bar half cube type
Smoother plant lighting for distant plants
Fixed transition of material covered voxels
Cursors are now visible with a darker color when seen through terrain
Fixed text wrapping in menus
Improved blur effect for distant objects and fog.
Debris is now clipped below water surface
Screen space reflection and refraction
Improved under water shading
Improved water surface shading
Particles will now fade out when collided
Particles are now clipped by water surface
Better/Faster sky shadow maping
Smoothing of shadowed smoke by using blue noise
Added film grain
Improved bloom
New more dense fog
Improved plants rendering
Less fog in indoor environments
Foliage is now casting sky shadows
New smoothed voxel rendering tech. Maked voxels look more organic and blends better in the distance.
Better contrast algorithm and less contrast by default
Better more correct auto exposure.
New cracked rock textures
Increased Sun and sky light intensity
Subsurface scattering for snow and skin materials
Better rendering of cumulus clouds
Cumulus clouds are now dark in overcast weather
Procedural aging/dirt to organic materials
Added lichen to rock and wood
Added darkening/wetness to crevices and cracks in rock and wood
Much better gras variation using variation map and dynamic aging
Snow/granite Sparkles
Better procedural sun shader
Cover material now also contribute to destruction particles/dust
Improved water flow shader
Softer fog and better blending near horizon
Fixed grass generation error in infinite plane world
Added sound to mother bug
Golem walking sound
Added pick up item sounds
Added cave atmos sounds
Added Flying bug sound loop
Added Snake sounds
Footstep sounds now care about cover material
Added secret sound effect when finding recipes
Have fun!
/Jens
Hi everyone!
I’ve seen a few comments from players wishing the game had localization for their language. I’m a solo indie developer and, unfortunately, I don’t have the resources to hire translators for every language. I also don’t want to rely on machine translation since I can’t verify the results and don’t want to ruin the experience with poor text quality.
However, I do have an open localization repository, and I’m more than happy to accept help from the community!
If you’d like to help translate the game into your language, you can either:
Send me your translated version directly by email, or
Make a Pull Request in the GitHub repository.
I’ll review your submission, merge it, and release a new version on Steam with your translation included.
Every localizer will be added to the game’s credits!
You’ll be able to choose the color of your name and include a link to your contact or profile, just like other contributors in the credits.
Contact: https://blastlightgame@gmail.com
Localization repo: https://github.com/ye666w/floss-localization
$0 now returns 0 instead of 1
Fixed task 1'0010 crashing the game most of the time
Steam achievements now display in-game instead of only upon quitting
Fixed the Coquette font letter spacing, now all fonts should be spaced by 7 pixels exactly
Apparently beating task 1'0011 crashes the game but I wasn't able to reproduce this? Please let know if this is still happening.
Sorta! Hi pilots!
We are approaching the end of Steam Next Fest and your last chance to play the demo before launch! We thank everyone who has jumped in, participated in competitions and been apart of the ever growing game.
Don't forget to join our community Discord, leave a review (tell us what you liked, loved or didn't). Stay tuned for a big post PAX/SXSW update!
Added the old club to the main level.
Added a new Yard level, work in progress.
Added new progression stat "Fame" - certain quests will yield fame. Fame can be accumulated for different crews or people, displayed on the player character stats page.
Added version info to the UI
Interface update notifications will no longer stay on screen, auto hidden after a moment.
Police can again catch the player
Fixed a bug with the tutorial, should work again.
Fixed style pickups.
Fixed an issue with some NPCs not dancing
Fixed an issue with mobile phones not visible while in use
Updated the skill for punching, changed double click to single left mouse click to fire the skill.
Several minor updates.
Hello Abyss Explorers,
This week, we’re finally showing you a glimpse of something truly… colossal.
The Dreadjaw Summoning Ritual is ready – and his awakening will shake the very roots of the Abyss. 🔥
But before we dive deeper, a little heart-to-heart.
We know some of you have been waiting patiently (and sometimes impatiently...) for the Big Update.
Truth is… sales have been slow, and a few harsh reviews have affected us quite a bit.
So yeah – we’ve been working part-time jobs by day and building Abyss by night to keep this dream alive.
That’s why the Big Update might be delayed a bit, but don’t worry – it’s still coming.
We just need a little more time.
Thank you to everyone who’s still here – testing, supporting, and believing us.
You’re the reason the Abyss still breathes. ❤️❤️❤️
Added a conveyor merger that can be used to efficiently merge up to 3 belts into one.
Previously, to merge belts you had to use connections from belt to belt.
Added a UI scale setting in the options, to upscale the UI. Useful on high resolution screens.
v2.6.0 Update
The LIVEBONUS background now changes based on your selected clerk or manager character
Increased the maximum LIVEBONUS continuation count from 99 to 999
Fixed an issue where button selection effects appeared in front of transition screens when returning to the title screen or similar situations