Transliminal: Beyond The Backrooms - Spatial Quotient
Hello Wanderers. This patch fixes a lot and adds some fun and useful things to the game. You've been asking for it, and I've been listening! You may now disable all of the game's entities. And are free to explore these vast liminal environments unhindered. This does, however, lock players out of some entity specific events, items, and endings. But if you should wish to seek those out you may simply re-enable them and reload your game to get those entities back. Here's what I've got for you this month:
New Additions
Entities may now be disabled in the SYSTEM Menu
Selecting 'NEW GAME' on the title menu now brings up a confirmation window.
Find a 'Respirator' to avoid waking from dreams of choking to death.
Those 'Filters' clog up after heavy use. So you'll need to find more eventually.
2 new achievements added.
There is now a phaseable wall in the Level 0 crawl space lab.
Players may now ask The Mystical Fortune Ball questions with an Ask button.
Mother now speaks when players collect Doll Parts.
Ultra Capacitors may now be found after The Phase Emitter runs out of charges.
New graphical element added to title menu to better tie it into the intro sequence.
Rainbows may now appear in the Playgrounds, also, double rainbow, all the way.
Dumpsters can spawn in Level 0
Almond water cans crush and fall to the ground after drinking Almond Water.
Fixes
Fog color and Ambient color is set to black when the main scene loads from a falling transition.
Added a collider to a small Dark Pools pillar that was missing one.
Fixed issue where Level 0 would have no ceiling if teleporting there with a Member Berry.
Particle Systems optimizations
Improved LODs in Level 0
Occlusion Tweaks
Fixed issue where Yellow JungleGym colors would never appear.
Fixed issue where vending machines and other furniture could spawn on top of each other in level 0.
Further JungleGym generation fixes
Changes settings and optimized Audio samples that were failing to play.
Blacktops unlock and save when entering from Hotel
Higher resolution eclipse in Playgrounds
Battery collection icon resets rotation when enabled
Going down a slide into the Pools no longer messes up player camera rotation
Fixed instances where the interaction hand cursor would inappropriately appear or remain on screen
Basic tutorials only appear once per saved game.
Lowered the volume of ambient pipe noise
Lowered volume of thunder.
Corrected texture stretching inside of desk drawers
Tic-Tac-Toe boards on jungle gyms may only be used once to change the weather before being unusable, making players have to seek out another.
Photo-sensitivity warning looks better¯\_(ツ)_/¯
Cassette tape max quantity number now updates on collections menu without having to hit the next tape button.
All doll parts must be collected before window exits will appear.
Player enable script will no longer enable controls if pause menu is active
Fixed instances where hotel entrances would be blocked by windowed edge walls
Reduced number of real time light sources in Hotel lobby. Which should increase performance in that area.
Reduced real time light sources in pools.
Removed reflection probe in dark pools
Doll Parts will not spawn if Entities are disabled
Game will save and be loadable now if Almond Water is collected.
I originally wanted this update to feature the new environments, entities, and events that I've been working on. Unfortunately, time has been at a premium this month as I prepare to uproot my studio and move to a new location. But, I am pleased to release this patch that adds things that have been in the development queue since the very beginning. And fixes some other long standing issues.
I hope you all enjoy and remain patient as I settle into my new studio.
Thanks to everyone who has shown continuous support for Transliminal.
Story in the Dream World 3 -Sinister Island's Mysterious Mist- - Nuriverse
1. Fixed player bullets being fired before the start of BR boss battle. 2. Fixed the issue where player energy was not activated in BR 3. Fixed the issue where the pause screen did not appear after selecting to continue in the window that appears when all lives are lost. 4. Fixed going to the main screen when all lives are lost, and when restarting, it appears as if all lives are lost as soon as it starts.
1. Fix two bugs where the camera does not automatically follow 2. Fix bug in displaying resurrection count in random death mode 3. Fix the bug where unlimited resurrection mode is enabled and number of resurrections is not displayed 4. Optimize the background effect of some maps 5. Optimize some sound effects 6. Adjust the quantity of some weapons and ammunition 7. All system bugs have been fixed!
As many of you know, our journey into Early Access with Abyss Online has encountered absolute chaos. We sincerely appreciate your patience and understanding during this time. Our team is working tirelessly to address the issues and improve your experience.
We encourage anyone who wished to purchase Abyss to wait at least a few weeks until we sort out the game-breaking bugs that plague our Early Access launch.
Currently we turned our free playtest off so that we can focus on getting game breaking bugs are fixed. Our free playtest will be opened up again in a few weeks.
Acknowledging the Issues
We have heard your concerns and acknowledge the bugs and issues many of you have experienced. We apologize for any frustration caused and are taking immediate steps to address these problems. We are firmly committed to building back stronger and reestablishing trust with our community.
🛠️ Bug List & Fixes in Progress 🛠️
Game Breaking Bugs:
Single Sign-On System: Mostly fixed. Please report any issues!
Invisible Armor/Weapon: Fix in progress, ETA early next week.
HP/Mana Bug: Fix identified, ETA early next week.
Desync: Solution in progress, ETA early next week.
Game Crash on Login: Immediate fix planned, ETA this weekend.
World and Character Saves: Fix coming next week; in the meantime, you will start with resources/equipment to test different systems like building, crafting, and combat in the game.
Heavy focus on optimization: We are improving the way landscapes are rendered, making the game available on more machines.
UI and hotkey rework: We will begin reworking our entire UI and hotkey system. ETA late next week.
Our Plan Moving Forward
Frequent and Transparent Communication: We will provide regular updates on our progress, addressing both the fixes being made and the new content being developed. Transparency is key to rebuilding trust.
Frequent Updates and Patches: Expect frequent updates to address bugs and enhance gameplay. These will be rolled out incrementally to ensure a smoother experience.
Major Content Updates: We are planning significant content updates that will introduce new features, improve existing systems, and add more depth to the game. These updates will be milestones in our development journey. Once we fix the main game-breaking issues, we will begin posting more news on this.
Community Engagement: Active engagement with our community is crucial. We will be holding Q&A sessions in Discord, engaging on forums, and listening closely to your feedback. Your input will directly influence our development priorities.
Acknowledgement and Apologies: We acknowledge the issues and sincerely apologize for any shortcomings. We are committed to making things right and delivering a game worthy of your time and support.
Iterative Improvements: Continuous improvement is our goal. We will iteratively enhance the game based on your feedback and ensure that Abyss Online evolves into a game that meets and exceeds your expectations.
Join Us in Shaping the Future of Abyss Online
We understand that the current state of the game may be frustrating, but your feedback and participation are key to creating the world of Aeternea we all dream of. Thank you for embarking on this journey with us, and we look forward to making Abyss Online an unforgettable experience together.
Stay tuned for updates, and may your swords stay sharp and your spells be ever potent!