We are very excited to be selected and wish to meet many other indie developers and the players.
We are also going to switch the game to the latest beta by the end of this month. This means the old version of the game will be replaced completely with the current code name "Abyss" game mode!
We hope that this change means the final design change for the game and hopefully rally towards the release after this!
We are very excited to be selected and wish to meet many other indie developers and the players.
We are also going to switch the game to the latest beta by the end of this month. This means the old version of the game will be replaced completely with the current code name "Abyss" game mode!
We hope that this change means the final design change for the game and hopefully rally towards the release after this!
Here is a sneak preview of what is now possible in the game (Please beware that this is a spoiler!) https://youtu.be/g5Aajw8VVj0
Wait if finally over, and we have just uploaded version 0.8 that is based on the new "Base" game play mode.
The build is still in "Abyss" branch so you will have to enroll to that branch in order to play the updated content.
This is the very first build update so please consider the following :
There are still dummy place holder objects or empty rooms around the world.
Weapon effects are not completed.
Balance is probably horribly out of place.
There will be tons of bugs.
The final and grand ending is not yet implemented.
Base security system not yet implemented.
Some of the systems are not implemented yet, even it looks like it should. For example there are number of filters for oxygen controller but there effects are not yet implemented.
Logs are not yet implemented.
Random maps are still in development.
Also consider the following before you play it :
New tutorial is not yet implemented. So the game starts from base.
We have given you some resources to start with.
You will probably want to research the oxygen refills first.
Credit is obsolete for now. Blueprint shop is gone.
Gain access to new items through research.
Press N key for your personal Map UI
We realize that the game will need a lot of balancing and updates. But we don't want out players to wait for this update too long. So we are releasing the build in good faith that over the
time the contents will be flashed out.
Also, the localization for non-English language is not going to work. We will announce the new texts to be localized soon. So please play the game in English only.
As always we welcome any feedback.
Over the next few weeks, we are going to put in all other mobs and items for the end quest. We expect this game play mode to override the default old one in about 2-3 weeks.
Now that the initial build is up, we hope to return to our almost daily updates!
Here is a sneak preview of what is now possible in the game (Please beware that this is a spoiler!) https://youtu.be/g5Aajw8VVj0
Wait if finally over, and we have just uploaded version 0.8 that is based on the new "Base" game play mode.
The build is still in "Abyss" branch so you will have to enroll to that branch in order to play the updated content.
This is the very first build update so please consider the following :
There are still dummy place holder objects or empty rooms around the world.
Weapon effects are not completed.
Balance is probably horribly out of place.
There will be tons of bugs.
The final and grand ending is not yet implemented.
Base security system not yet implemented.
Some of the systems are not implemented yet, even it looks like it should. For example there are number of filters for oxygen controller but there effects are not yet implemented.
Logs are not yet implemented.
Random maps are still in development.
Also consider the following before you play it :
New tutorial is not yet implemented. So the game starts from base.
We have given you some resources to start with.
You will probably want to research the oxygen refills first.
Credit is obsolete for now. Blueprint shop is gone.
Gain access to new items through research.
Press N key for your personal Map UI
We realize that the game will need a lot of balancing and updates. But we don't want out players to wait for this update too long. So we are releasing the build in good faith that over the
time the contents will be flashed out.
Also, the localization for non-English language is not going to work. We will announce the new texts to be localized soon. So please play the game in English only.
As always we welcome any feedback.
Over the next few weeks, we are going to put in all other mobs and items for the end quest. We expect this game play mode to override the default old one in about 2-3 weeks.
Now that the initial build is up, we hope to return to our almost daily updates!
We would like to announce that there is on going work about a random map generation in the game.
Please check out the discussion the thread and keep eye on how it is developing.
We want to share the experience as soon as possible and we think it will be around next week some time that we can let the players to play around with it.
Here is sneak preview of new entrance to the levels that are randomly generated. We want to call it Abyss.
Also there is Steam sale going on for Subterrain at a massive 34% off!
As a side note, we have improved controller based game play and you can now perform some basic inventory operations as well.
LTrigger = Attack RTrigger = Sprint LBumper = Dodge RBumper = Drag A = Interact B = Cancel / Menu X = Swap weapon Y = Zoom Direction pads = quickslots Stick butt toggle / Scan
While in inventory Y = Same as mouse right click ( move ) X = Get all A = Same as mouse double click ( use )
We will update and improve the experience as we develop the game and we hope to be able to get to the stage where you are able to play the game completely without needing the mouse and keyboard at all.
And as always check out the latest version by updating your build and release note.
We would like to announce that there is on going work about a random map generation in the game.
Please check out the discussion the thread and keep eye on how it is developing.
We want to share the experience as soon as possible and we think it will be around next week some time that we can let the players to play around with it.
Here is sneak preview of new entrance to the levels that are randomly generated. We want to call it Abyss.
Also there is Steam sale going on for Subterrain at a massive 34% off!
As a side note, we have improved controller based game play and you can now perform some basic inventory operations as well.
LTrigger = Attack RTrigger = Sprint LBumper = Dodge RBumper = Drag A = Interact B = Cancel / Menu X = Swap weapon Y = Zoom Direction pads = quickslots Stick butt toggle / Scan
While in inventory Y = Same as mouse right click ( move ) X = Get all A = Same as mouse double click ( use )
We will update and improve the experience as we develop the game and we hope to be able to get to the stage where you are able to play the game completely without needing the mouse and keyboard at all.
And as always check out the latest version by updating your build and release note.
West can sit on the chair, sofa or bench. Stamina recovery rate is increased while sitting.
- New : Sleeping
West can sleep on the bed. Time will pass quicker and sleepiness condition will improve. Rest status which gives reduced stamina requirement condition will be invoked upon waking up.
- New : Drink from a tap
West can drink from a tap at the risk of contamination. It has limited supply of water and it does not refill.
Combat
- New : Dodge move
West has new move to dodge or quick step away from danger by pressing space bar and the movement keys. Dodge move will drain his stamina.
- New : Shield
West can block attacks by equipping power pack and hold click right mouse button. It can absorb up to 50% of incoming damage. Shield will drain energy from power pack when it is turned on and drains extra energy when it is hit. Damage absorption amount and their effects are very much in open for development.
- New : Power melee attack
Melee attack move has changed from left mouse click to hold left mouse click and then release. Longer you hold the left mouse button more power West gathers before he releases to strike. You can gather the power up to 2 seconds which will result in 2x damage.
Graphics
- New : New style of fog.
Fog area that are not visible to West is now represented by gray of the game background. West still needs to explore the area with his vision plus some lights to be able to unveil the fog so any undiscovered area will still be represented by the darkness. This may reduce some immersion feelings but we think it improves the overall visuals quite a bit. We can also introduce the pure black fog as before through option or on the game difficulty selection.
- New : Cocoon update.
Cocoons are updated with the new sprites. Their physics behavior have also changed. Now they will be anchored at the fixed point on the ground, and only their core will move about. This will make player less likely get stuck by the cocoons. Their death effect has been updated too. Future plan for the cocoon is that when they die, they can spawn some mutants and when you go near them they may occasionally attack you with some kind of tentacles.
- New : Decals.
We have started placing much needed decals on the map. This is part of the ongoing environment improvements. Soon, we want to turn these maggots into some kind of bio traps and add other types of dangers to the environment.
- New : Lighting option
New graphics option - Lighting quality. (Low, Medium, High) This option can be used by a lower spec computer such as laptop with Intel HD 4000 graphics card to improve game performance. For a normal gaming pc, it shouldn’t have much effects at all and you can just set it to high. But with a low spec computer that has low GPU memory bandwidth, this option can improve game performance.
- New : Shop UI
3D Printer shop UI has changed. Now, it accepts proper access cards as well as discount coupons. Access cards and coupons can be found throughout the game.
Other Notes :
- Changed : Max stamina is increased by 300% - Melee attack kill can result in a better biomass drop yield. - Added knock back force on melee attacks. - Tutorial tips needs to be updated. - Balancing needs to be tweaked as we have just introduced the new features. - We have asked Valve for price adjustment approval. We have no idea when it will be approved.
West can sit on the chair, sofa or bench. Stamina recovery rate is increased while sitting.
- New : Sleeping
West can sleep on the bed. Time will pass quicker and sleepiness condition will improve. Rest status which gives reduced stamina requirement condition will be invoked upon waking up.
- New : Drink from a tap
West can drink from a tap at the risk of contamination. It has limited supply of water and it does not refill.
Combat
- New : Dodge move
West has new move to dodge or quick step away from danger by pressing space bar and the movement keys. Dodge move will drain his stamina.
- New : Shield
West can block attacks by equipping power pack and hold click right mouse button. It can absorb up to 50% of incoming damage. Shield will drain energy from power pack when it is turned on and drains extra energy when it is hit. Damage absorption amount and their effects are very much in open for development.
- New : Power melee attack
Melee attack move has changed from left mouse click to hold left mouse click and then release. Longer you hold the left mouse button more power West gathers before he releases to strike. You can gather the power up to 2 seconds which will result in 2x damage.
Graphics
- New : New style of fog.
Fog area that are not visible to West is now represented by gray of the game background. West still needs to explore the area with his vision plus some lights to be able to unveil the fog so any undiscovered area will still be represented by the darkness. This may reduce some immersion feelings but we think it improves the overall visuals quite a bit. We can also introduce the pure black fog as before through option or on the game difficulty selection.
- New : Cocoon update.
Cocoons are updated with the new sprites. Their physics behavior have also changed. Now they will be anchored at the fixed point on the ground, and only their core will move about. This will make player less likely get stuck by the cocoons. Their death effect has been updated too. Future plan for the cocoon is that when they die, they can spawn some mutants and when you go near them they may occasionally attack you with some kind of tentacles.
- New : Decals.
We have started placing much needed decals on the map. This is part of the ongoing environment improvements. Soon, we want to turn these maggots into some kind of bio traps and add other types of dangers to the environment.
- New : Lighting option
New graphics option - Lighting quality. (Low, Medium, High) This option can be used by a lower spec computer such as laptop with Intel HD 4000 graphics card to improve game performance. For a normal gaming pc, it shouldn’t have much effects at all and you can just set it to high. But with a low spec computer that has low GPU memory bandwidth, this option can improve game performance.
- New : Shop UI
3D Printer shop UI has changed. Now, it accepts proper access cards as well as discount coupons. Access cards and coupons can be found throughout the game.
Other Notes :
- Changed : Max stamina is increased by 300% - Melee attack kill can result in a better biomass drop yield. - Added knock back force on melee attacks. - Tutorial tips needs to be updated. - Balancing needs to be tweaked as we have just introduced the new features. - We have asked Valve for price adjustment approval. We have no idea when it will be approved.
Ability to use these save options will be changed per difficulty options (which we are working on) but for now, we have unlocked for current mode.
Release Note : Version 0.7.3.7 12 May 2015
- Fixed : Scutum bug (can't enter rooms)
- Fixed : Pressing journal key (default j) opens journal when there was none.
- New : Save game in pause menu.
- New : Save points in the level to save the game.
- New : Option to continue from last save game when you die without going back to main menu.
- New : Large power charger for terminal levels and new smaller ones at the hub levels. Max charge level for them are 1500 and 700 respectively. This should make energy requirement a bit easier.
- New : Keyboard remapping! This isn't fully GUI featured experience, but now you can remap the keyboard by changing settings.xml file (such as : C:\Users\saehoon\AppData\LocalLow\Pixellore\Subterrain\Settings\settings.xml ) If you break the setting by entering the same key or anything else, the game will overwrite the settings file with default one.
- Changed : medical item spawning chance at the medical bays.
On the next version, we will try to introduce first difficulty level selection and ability to skip tutorial levels.
Because of many core changes, your old save game may/may not work with this version. Thanks for your understanding.
Ability to use these save options will be changed per difficulty options (which we are working on) but for now, we have unlocked for current mode.
Release Note : Version 0.7.3.7 12 May 2015
- Fixed : Scutum bug (can't enter rooms)
- Fixed : Pressing journal key (default j) opens journal when there was none.
- New : Save game in pause menu.
- New : Save points in the level to save the game.
- New : Option to continue from last save game when you die without going back to main menu.
- New : Large power charger for terminal levels and new smaller ones at the hub levels. Max charge level for them are 1500 and 700 respectively. This should make energy requirement a bit easier.
- New : Keyboard remapping! This isn't fully GUI featured experience, but now you can remap the keyboard by changing settings.xml file (such as : C:\Users\saehoon\AppData\LocalLow\Pixellore\Subterrain\Settings\settings.xml ) If you break the setting by entering the same key or anything else, the game will overwrite the settings file with default one.
- Changed : medical item spawning chance at the medical bays.
On the next version, we will try to introduce first difficulty level selection and ability to skip tutorial levels.
Because of many core changes, your old save game may/may not work with this version. Thanks for your understanding.