Streamlined the tutorial: shortened it and changed the order of some sections.
New difficulty level "BEGINNER RUN": smaller Grid, Core Node revealed from the beginning, tuned-down enemies.
Adjusted difficulty of the "EXPERT RUN": big Grid, hidden Core, enemies rebalanced, still hard!
Several cards rebalances and fixes.
Several localization fixes for Asian languages.
The team is now fully focused on the development of the new features for the Early Access release so stay tuned to learn more in the upcoming weeks!
Once again, thank you from the bottom of our hearts for the support, it means the world to us!
Remember that you can leave a review of the Demo directly on the Demo Page.
https://store.steampowered.com/app/3132890/Into_The_Grid_Demo/
Much love, The Flatline Team.
What a time to Go Up!
First off we wanted to mention the free demo that is available on Steam. We finished it ahead of schedule and decided to quietly release it a little while back, but we wanted to make sure anyone who is following this main Go Up page and didn't see it had a chance to play asap. Who doesnât like free samples, right?
Go Up is in a very exciting state for us developers right now, which usually means big changes, new systems, and fun new interactions. We are constantly discovering new ideas we want to add to Go Up and ways to improve on the systems that we have in place.
We've decided that to make some of our new systems make more sense moving forward that Gold Dust will need to be reset on Ascension đ±. Don't worry, we know that the Gold Dust must flow, so we've added some new systems that will help you keep your engine running...so to speak.
You might notice we've also "rebalanced" the costs of most dark skills. One of the hardest parts to making an incremental game is knowing how things are going to scale as our players make their way through the game. We knew that Dark Particles were going to be more rare than Gold Dust, but we really had no idea how rich in Dark Particles some of our players would become. Safe to say, the amount of dark particles you get was way more than we initially imagined and have upped the cost of most dark skills to fit this scaling. As we continue to test and get a better idea of how some dark skills will affect your ascensions we think some of these cost increases may go back down a bit. Either way there are many more new skills on the horizon, some more affordable than others.
If youâve been lucky enough to witness the encroaching darkness effect and reap the rewards, then weâve got good news. The encroaching darkness effect now builds up faster, which in turn makes the rewards build up faster as well. Unfortunately this also means the slowing effect of the encroaching darkness builds up faster as well, but there are some eclectic ways of getting around this debuff. A word of caution to the wise, delving into occult matters comes with its own consequences⊠but for now youâre probably safe.
Here comes the good part! There is a lot to go through here and even more mechanics up our sleeve just waiting to be implemented, so sit back, relax, and Go Up!
Our favorite new system lets us make use of our extraordinary artistic talents, and in the next update youâll be able to flex your own creative muscles as well!
But more on that later⊠In the meantime youâll be rewarded with a slew of new chaos events that unlock as you progress through the skill tree. Â
Your journey is now being timed, and if youâre fast enough you will be rewarded handsomely! If youâre on the slower side youâll still be rewarded, but I wouldnât say handsomely per sayâŠ
GET IT!?
Letâs face it, everyone wants to go fast, itâs just a fact of life. Lucky for you there is a brand new particle that will let you ascend faster than ever! These particles act a little differently than the others, but we think you will be pleasantly surprised.
Weâve made some tweaks to the HUD and UI including now showing players ascension count
Added some juice to the stars chaos event with SFX and more visual effects
Further optimization to particle trails, and possibly fixed a memory leak letting the game run smoother for longer
High scores should now update more often, steam friends list integration should show a more accurate highscore, and passing other players ghosts should now be working properly
SFX tweaks and bug fixes
Weâve prepared a major update featuring brand-new mechanics and numerous gameplay improvements inspired by your feedback.
This update is designed to increase the replayability of the demo and lay the groundwork for future content expansions.
The new Focus mechanic lets you approach the catastrophe from a different angle. Use Data Files unlocked by completing Tasks to alter your entry point into the disaster.
Each Data File sets unique starting conditions such as time, level, or station state. Experiment with configurations to unlock new Files and narrative fragments, and to access events and locations unavailable in the default scenario.
All collected Data Files are displayed in the Analysis Screen, where you can also access the Focus Panel.
There is now more Equipmentâand itâs more diverse. It is divided into two categories:
Tracked â exceptionally powerful items that unlock new ways to interact with the environment. These are stored in compartments with lockers, and their presence can be detected when scanning the station map.
Untracked â standard items that affect your characterâs stats. These are found in compartments with shelving. When discovered, you can choose one of three options to best match your playstyle.
New mechanics and content have been added. Levels are now more diverse, and threats are more dangerous.
Decompression â some levels may be depressurized. Exposure to vacuum is dangerous, but repairing hull breaches will eliminate the threat.
Fire â spreading fire now present a serious danger. Smart route planning helps avoid unnecessary contact. You can break through flames, extinguish small fires, or suppress them by triggering decompression in burning compartments.
Airlock Rework (DOCK) â the DOCK speccomp now expels the compartmentâs contents into space only when its terminal is active. The terminal can be manually disabled or damaged. If damaged while active, the speccomp may become a source of decompression on the level.
New airlock types:
Blocked â prevents movement but can be manually cleared.
Malfunctioning â cannot be controlled and opens/closes on a timer.
Secured â blocks Biosignature movement when closed.
You can now review your turn history upon death and analyze both your own mistakes and actions of threats by clicking the appropriate button on the death screen.
This is an early version of the mechanic, introduced in response to your feedback.
Its goal is to help with onboarding and make certain game systems more transparent.
Weâve further expanded the gameâs audio landscape with numerous major and minor additions:
Sound effects â many in-game elements and events now have unique audio cues.
Environment â the stationâs ambient soundscape has become even richer.
New music â completing Tasks and certain game events are now accompanied by musical stingers.
Update 0.7 includes multiple quality-of-life improvements, including:
Outcome indication â consequences of your actions are now clearly shown in the Events Panel, with color-coded difficulty.
Hidden events â events are now categorized by the complexity of Task chains that lead to them.
Effects panel â active equipment effects are now displayed in the Analysis Screen.
Spawn indicator â your starting compartment is now highlighted with blinking when a level begins.
Full support for Simplified Chinese has been added.
Thatâs just part of whatâs new â the rest youâll discover in-game!
Thanks to everyone who joined us over the past weeks and actively shared observations and suggestions. Your feedback helped us refine existing mechanics and identify exciting directions for the gameâs future.
Stay tuned. There's much more ahead!
Core Focus:
Sleep mechanics
Clothing wetness system
Food temperature system
Custom environment
Next steps:
Finishing the MVP features
Preparing for a closed playtest and a Steam Next Fest
Gathering live feedback from test sessions
Over the past two months of the summer, we have been implementing and finalizing core gameplay mechanics of POLYARIS leading up to the closed playtest in August. Here are some of the highlights of our achievements:
Sleep is the only reliable way to restore health and fully heal wounds in the gruelling environment of the Arctic. In POYARIS, you can find beds scattered around in abandoned buildings or craft your own bed. Be mindful of the temperature around you when you go to sleep to not freeze to death in your dreams!
Jumping into an Arctic ocean sounds like a stupid idea to begin with, but if this ever happens to you in POLYARIS, we want to make sure your experience is as authentic as possible in a video game.Â
Each clothing now has its own âdrynessâ system and it directly influences how much protection it gives you against the cold and the wind. If you only âsoak your toesâ in the ocean, your boots will become wet, while your jacket will remain dry.
Got soaked? Too bad, but if you survive and are fast enough to run to the nearest campfire or shelter, you can dry up your clothes to bring the stats back! It does take some time though, depending on the temperature around the clothing, so it is smart to combine sleeping while drying your clothes. Just like in real life, eh?
In a similar fashion to clothing, food items also have their own states depending on the temperature around them. It can range from frozen to hot, and in some cases even burnt, if you leave your meat for too long in the campfire.
Frozen items can not be consumed outright, so if you find a hearty can of stewed meat in the frozen field, youâd have to first warm it up near a campfire or in some other warmer environment.
To bring uniqueness to the Arctic world we are building, we made several environment set pieces and buildings to increase immersion of the world in POLYARIS that youâre going to explore. Here are some examples:Â
Thatâs just a small amount of work weâve done over the past two months, but these are the key details we are ready to share for now. Weâll keep you posted in August!
Dexterous: Time to Steal Patch 2.0 Release
·        New character (unlockable in your hideout)
·        2 new alternative bosses
·        New block type: Dark Blocks
·        New relics
·        Steam Achievements (which give you cheese!)
Hello RAM heads, just a small update today to ease onboarding of new players. There are no bug fixes in this update as we have been working on the 1.0 content which addresses many of the issues that have been reported since the last patch.
New beginner encounters: Stage 1 levels before the first shop will have reduced enemy variety until the CPU has been beaten once, to avoid the steep learning curve of dealing with all 4 bot types at once. After the CPU has been defeated, normal encounters will spawn.
New swap reminder: A reminder to swap will appear over the current host's head when at low health until the player has met Thorn twice. We often see that new players forget they can swap and we hope this will be a small nudge that will go away once players have a handle on it.
Increased warning vignette intensity for when the player cannot swap
On another note, RAM is on sale again for the next two weeks 20% off! As always, please consider leaving us a review.
We plan to have the 1.0 content in open testing in the next week or two, so if you haven't already, check out our discord server for details on when and how to be a part of it!
Patch 0.11 hotfix 1 has now been deployed, please consider restarting Steam if you donât see the update.
Fixed airdrops not fully landing on IoT
Fixed some leaves blocking bullets on IoT
Fixed the ATE helmet hand socket
Fixed 1shot being invisible when removed from the bag
Fixed VoIP switching from muted to squad chat when going back to bunker
Improved Island of Tabor Loot (more loot boxes)
Improved Fenix presence on Island of Tabor (more Fenix, more patrol routes)
Improved stamina drain (it depletes slower now)
Improved Walking and Jogging speed (faster)
Balanced all Stims