Derail Valley - Altfuture
We made this post in order to inform you of what we know about the most pressing issues currently with Overhauled. Please let us know in the comments if it helped!

-General-
My game is crashing. Now what?

All crashes happen due to a single cause - lack of memory. Please ensure you have at least 16 GB of RAM, the minimum requirement. In either scenario, follow this guide, in this order of priority, to mitigate crashes:
  1. Increase virtual memory (our guide: https://imgur.com/a/eOwZRM8)
  2. Have enough free space where your pagefile is (e.g. C:\ drive)
  3. Close all unnecessary software (browser, other applications, etc.)
  4. Reduce shadows distance/quality (400/high at max should suffice)
We will of course look more into how this can be further resolved. Please do let us know if these tips helped.

I fall through the locomotive / can’t control it:

We are working on this right now with the highest priority. Restarting the game fixes it temporarily.

Will you add XYZ to the game?

Probably. See our Community Unlock goals here for more information on our plans/wishes: http://www.derailvalley.com/unlocks/

-VR-

Items don't orient properly in hand:

This is a bug that affects certain controller types. We're on it.

I have an XYZ issue using Vive wand controllers:

They probably initialized in the wrong orientation (left/right). This is a rare currently unresolved issue where they get swapped by the game's input system. Temporary solution (try a few times if needed:
  1. Place what should be the right controller on the right side and left on the left side
  2. If you turned them off, turn on the right one first, then the left
  3. Restart the game
My joystick keeps drifting when released:

This affects only some users. If this is a frequent issue, you can adjust the joystick deadzone:
How to - for SteamVR players - https://imgur.com/a/DbsW88v
How to - for Oculus SDK players - https://imgur.com/a/SG6x0ua

Improving image clarity in VR:
  1. Set Render Path to Forward
  2. Set Antialiasing to 8x
  3. Disable Post Processing
  4. In SteamVR increase resolution to over 100% (e.g. 200% if your HW can take it)
More tips:
How to stop console error spam on Oculus Quest via Link from Oculus Store:

Change Oculus desktop app into beta mode (Settings > Beta > enable Public Test Channel).

Insurance mechanic details:

You are automatically subscribed to insurance in the game. It doesn’t need to be bought or activated. What it does is, it frees you of the responsibility to pay the total sum of your fees, and instead only pay the "copay" amount that is usually significantly smaller. When you pay any fee, the copay bar gets filled. Once full, it will activate the insurance and it will pay for all the rest of your fees.

Let's say you have a fee of $50k, but your copay is $5k. You only need to pay the $5k and then the insurance will activate and clear the rest. With every license you buy the copay grows bigger. Initially it's $5k, but at late game it can grow even to 7-digit figures.

Thanks for all your feedback! See you soon with another update.

-DV Team
Derail Valley - Altfuture
We just patched an issue where if you used continuous movement in VR and exited the game while on a train, the game wouldn't load correctly and would seem stuck at 86% loading.
Derail Valley - Altfuture
The biggest project we've ever done at Altfuture, the major update for Derail Valley, is here! Your game should automatically update.

If you previously used any mods, do a clean reinstall - uninstall, delete any remaining content in the game's folder and install the game again.



If you're wondering what's new in Overhauled, take a look at our In-Depth video series, diving into the ins and outs of the update. Alternatively you can see the full changelog here.

https://www.youtube.com/watch?v=PUW4fWUM40o
This update is, of course, free. If you'd like to additionally support our work, please consider purchasing our all new soundtrack! All the revenue from it will go back to Derail Valley development.

https://store.steampowered.com/app/1308910/Derail_Valley_Dev_Support_OST/
We also have the new Altfuture Bundle available at a -25% discount - check it out!

Note that Derail Valley is still in Early Access, and things aren't perfect just yet. We're looking forward to your feedback. If any issues arise, we're on it. Please report them to us via Discord, Steam forums or email ( contact@derailvalley.com ).

We'd like to say a - massive thank you! - to our beta testers who've been breaking the game apart since early March. Without you it would've been very difficult to catch all bugs we've fixed in the meantime.

Final reminder - we've said it before, but to restate:
Previous saves will no longer work in Overhauled. All players start clean slate.

That's it for this update! Have fun!

-Altfuture
Derail Valley - Altfuture
Derail Valley: Overhauled - Build #80 will launch in less than 5 hours, at 17:00 UTC.
In the meantime you can browse the full changelog here:

Performance:

- Drastically optimized CPU load of parked cars (notable in stations)
- Drastically optimized CPU load when spawning trains or coming close to them
- Drastically optimized CPU impact of derailed cars
- Drastically optimized rendering of tracks, props, cars and cargo
- Removed hiccup at the moment of derailing
- Fixed items remaining active when distant
- Optimized various sound code
- Slightly optimized car cargo model rendering
- Fixed rare items getting duplicated when revisited
- Fixed non-physical shovel in VR killing performance

Graphics:

- Added V-Sync option (unlocks FPS)
- Added render path settings (forward vs. deferred)
- Added post processing effects (optional)
- Added SSAO (optional, deferred only)
- Added TAA (optional, nonVR only)
- Added experimental real-time reflections (optional)
- Improved lighting in offices
- Improved anti-aliasing on vegetation billboards (distant trees)

VR Controls:

- Added Oculus Quest support (via Link)
- Revamped controls on most controller types
- Revamped VR implementation
-- Fixed issues with room-scale and centered (formerly seated) play area types
-- Added adjustable player height setting
- Improved item handling
-- Added option so items stick to hand (default for all but Index, configurable)
-- It is now possible to move and turn while holding an item in hand
-- Trigger-click to use item in hand (trigger+up on Vive)
-- Trigger+axis to use or scroll the item in hand (e.g. page flipping)
-- Fixed items shaking when held
-- Fixed accidentally grabbing false items and sub-controls (priority system)
-- Removed excess haptic feedback (when touching an item in belt or the other hand)
-- Items now properly align to the hand when taken
- Smooth locomotion is now the default locomotion type (configurable)
- Telegrab is now a one-button action (hold grab to point, release to attract)
- Teleport button now works in all situations, no longer clashing with telegrab
-- This fixes being unable to move sometimes when using Index controllers
- Added smooth turn option (configurable turn speed)
- Added crouch and jump
-- Hold axis down to crouch, tap to jump
- Fixed snap turn math error that was offsetting the player from player collider over time
- Fixed trigger-press dropping held item
- Fixed items getting dropped when pulled quickly out of inventory
- Fixed controls booklet adapting to headset type, now adapts to controller type instead
-- This fixes Vive/Index combo users not seeing Index controls in the booklet
- Shovel is now non-physical by default (configurable)
- Fixed arc and vibration levels in Oculus VR mode to be consistent with the SteamVR version
- Added ControllerAnchors.json file (in SaveGameData)
-- Can be edited to tweak position and rotation of VR controller sphere and telegrab/UI beam

Non-VR Controls:

- Added mouse-wheel support for using train controls
- Added sitting toggle (default key X)
-- Useful for better visibility in some locomotives
- Improved hitboxes for using train controls with mouse
- Smoother lever movement when keyboard-controlled
- Added controls options
-- Mouse sensitivity, Invert Mouse Y axis, Toggle crosshair, See controls
- Improved camera transition when exiting item-interaction mode (Alt)
- Player moves slower when crouching (or sitting)
- Made all train controls remappable (steamer valves, draft, etc.)

Jobs & Cargo:

- Added Hazardous Materials jobs
-- Includes 15 hazmat cargo types (11 new)
-- Includes explosive, asphyxiating, corrosive, radioactive and other kinds
-- Includes some new cargo models
- Added 4 new vehicle cargo types
- Added deliveries of empty containers
- Added 16 contextual container liveries
-- Includes A/C model variant
- Much more diverse job chains and routes
- Notably increased amount of cars and jobs per station
- Renamed Empty Haul job type to Logistical Haul
-- Now also colored red, distinct from Freight Haul
- Revamped the job payment calculation for better balancing
-- Now also takes into account cargo value, damage risk, “boringness,” etc.
- Changed shunting train splitting to maximum of 3 tracks (was 5)
- Prevented being able to load/unload cars while they're moving
- Prevented being able to finish a job while the cars are moving
- Revamped the Industry Chain diagram
- Made small improvements to the job booklet design

Career & Economy:

- Revamped Licenses
-- Licenses can now be a requirement for already existing jobs
-- Some licenses now have a tier-based progression
-- Added Hazmat license (3 tiers)
-- Added Military license (3 tiers)
-- Added Concurrent Job license (2 tiers, now required to do concurrent jobs)
- Extended Longer Trains license to 2 tiers (and no longer affects general train length)
- Licenses you own now determine your time bonus and insurance copay (more below)
- Redesigned license graphics
- You can buy licenses only if you have no unpaid fees (more on that below)
- Added Career Manager machine
- Located in every office station
- Used to browse licenses and buy them
- Used to browse fees and pay them
- Added Fees
- Career Manager can print fee booklets, detailing damages and consumed resources
- Fees are tracked per job (cars included) or per locomotive
- Fees can also include environmental damage (from emissions or accidents)
- Player must repay all fees in order to buy or upgrade licenses
- Job reports now list relevant fees
- Added Insurance Copay
- Player only needs to pay the insurance copayment in order to clear all the fees
- Initially the copayment is small, but it gets bigger with every newly bought license
- Added difficulty settings (affects payment amount of newly generated jobs)
- Added repair-only stations to towns that didn’t have service before
- Adjusted prices of items
- Can’t enter military bases without the base license

Train Simulation:

- Revamped derailment physics
- Fixed all sorts of unexpected derailment occurrences
- Higher speeds are now safe to travel at
- Made rerailing possible (more info below)
- Revamped couplers
- Completely reworked coupler physics
- Brought coupled cars closer together
- Made buffers compressible
- Added fully functional chain couplers, with dangling physics
- Added damage simulation
- Added damage tracking of cars, cargo and the environment
- Added liquid and gas cargo leakage on damaged cars
- Liquids naturally flow and spread over terrain
- Added fire and explosions, which can damage their surroundings
- Added general chemical and chain reactions between reactive materials
- Revamped brake simulation
- Air is now realistically distributed throughout the entire train
- Brake system now takes time to fill up with air (i.e. big trains need multiple locos)
- Cars feature manual brake valves, and can be uncoupled without brakes applied
- Added fully functional air brake hoses, with dangling physics
- Shunter now generates air pressure only while the engine is running
- Steam locomotive now generates air brake pressure using steam pressure from boiler
- Braking now requires more planning and slamming is disincentivized
- Fixed bugs with braking when having multiple locomotives in a train
- Finished handcar simulation
- Increased steam locomotive power, reduced wheelslip
- Somewhat reduced shunter top speed
- Remade buffer models (better visual quality, more variety)
- Added independent brake to locomotives (more responsive than train brake)
- Buffer stops are now breakable
- Made steamer “Fire Out” valve work (if temp. under 100 deg)
- Fixed broken window shards flying in the opposite direction when colliding
- Temporarily removed locomotive headlights until they’re finished
- Added notches to shunter throttle lever
- Improved whistle rope grabbing
- Fixed bogies sometimes having weird rotation and gap after derailment

Trains:

- Added Diesel locomotive
- Can be acquired via license purchase
- High power but also high fuel consumption, for use with very heavy trains
- Added Nuclear Flask Carrier car
- Added a few new car skins
- Redesigned the car ID plate (now shows vehicle and cargo damage too)
- Fixed new cars spawning in front of job cars while shuffling cars outside of yards
- Trains now spawn around the middle of a yard track instead of against one end
- Spawned trains sharing the same track are now visually separated from one another
- Cars now have random orientation when spawning in yards
- Manually spawned (non-job) cars no longer despawn if they are coupled to a loco
- Fixed bad normal map shading direction on boxcars and tank cars
- Locomotives now despawn after 2 hours of no use

World & Tracks:

- Revamped all stations
- Added countless new props including roads, buildings, fences, vehicles, etc.
- Changed track layouts
- Revamped all yards to have a ladder layout
- Added turntables and roundhouses, where applicable
- Added passenger stations where applicable (for future use)
- Added service depots
- Added procedural sign generation
- Automatically creates speed and grade signs throughout the entire railway network
- Easily adaptable to potential new tracks and worlds in future
- Added a Military Base station (north)
- Added two Military Base sub-stations (MF and HB)
- Added player home location
- All lost items now respawn at home, in addition to Lost & Found sheds
- Switches can now be manually operated (click-based)
- Various track curve tweaks
- Fixed sharp terrain walls and floating tracks
- Fixed grass sticking through office floors and some platforms
- Fixed radar floating when viewed from distance
- Redesigned track ID signs
- Set fixed distance of track ID signs from track ends

UI:

- Revamped inventory (VR and non-VR)
- Hold inventory button to access, hover and let go to take/store a selected item
- Greater capacity
- Dynamic layout, shows only occupied slots
- New visual style (includes item icons and slot numbers in non-VR)
- Wrist-based slots for dropping items into inventory (VR)
- Fixed VR inventory buttons getting stuck sometimes
- Revamped teleporting (for VR and non-VR)
- Generally a lot more intuitive and precise
- Allows easier climbing on rooftop surfaces
- Allows climbing on flipped cars
- Fixed issues when teleporting through tunnel entrances
- Fixes many related bugs
- Revamped menu GUI
- Now more responsive, featuring new layout, graphics and sounds
- Includes links to DV support page, Discord, etc.
- Showing current headset/play mode at the bottom of main menu
- Clicking out of menu now closes it (non-VR)
- Improved VR belt
- Items can now be taken out of belt only from within the belt sphere
- Belt point positions can now be adjusted when grabbed with empty hands
- Improved visual feedback
- Fixed being unable to place an item to belt after briefly touching a VR inventory slot
- Item retrieving
- You can now retrieve essential items from the main menu
- They will be brought to your hands, no matter where they are
- Added VR loading screen (SteamVR only)
- Added a loading screen when teleporting via map (non-VR and SteamVR only)
- Item highlighting when clicking can now be turned off in the controls menu
- Crosshair now automatically fades out when mouse is inactive (configurable)
- Fixed sound pause lagging when opening menu

Items & Shops:

- Added Comms Radio
- Replaces Junction Remote and includes several modes:
- Switch mode - Throw a switch remotely, like before
- Rerail mode - Rerail a vehicle, for a fee
- Clear mode - Delete a vehicle, for a fee
- Crew mode - Spawn a handcar if unlocked, at no cost
- Spawn mode - Spawn any vehicle (replaces the old spawn tool, now also works in VR)
- Cargo mode - Add cargo to spawned vehicles
- Improved switch remote mode aiming precision
- Remade World Map
- Fast travel to any station or locomotive, for a fee
- Fast travel with your locomotive, at extra cost
- See other locomotives marked on the map
- Improved map indicator visuals
- Improved model
- Added Golden Shovel
- Very expensive, has extra capacity, stylish
- Revamped schematic maps
- Now includes markers for offices and service stations
- Fixed items not going back to Lost & Found shed if left on derailed cars
- Prevented many items from falling through terrain
- Reworked shops
- Shops are now dedicated buildings with item shelves
- Every shop now features items exclusive to that shop
- Remade cash register
- Improved service stations
- Fixed bugs when trying to service multiple locos
- Steam loco and tender now need to be serviced separately
- Increased servicing speed
- Updated service station resource icons (consistent style with cargo icons)
- Cash registers now issue receipts when completing purchase and service transactions
- Lost money now goes to Lost & Found
- Made the trash bin bigger and more massive

Save system:

- All locomotive states are now getting saved, including damage
- Backup now keeps the saves of at least 3 sessions, or up to 10 MB
- Made important items save as left on trains, when leaving the game (and not fall through)
- Reduced autosave to every 5 minutes
- Show notification banner when auto-saving
- Steam version now stores the save on the Steam cloud

Sound:

- Fixed numerous issues with sounds (rail joint spam, glitches on start, etc.)
- Fixed train wheels making rolling sounds when off-track
- Improved sound processing (improved EQs, filters, reverbs, side-chaining...)
- Fixed sound not changing to exterior when leaving the shunter sometimes
- Added new joint sounds when crossing over switches
- Added doppler effect to horns
- Fixed wheels sound having start-delay when stepping on a rail vehicle

Misc:

- Revamped tutorial
- Introduces VR controls on the controller, for beginners
- Includes new UI and various other systems
- Various tweaks and improvements
- Updated locomotive manuals
- Added Train Basics booklet
- Updated DV Guide booklet
- Revamped tunnel holes code to prevent sometimes hitting them as solid terrain
- Added free camera (for video filming)
-- Console command - Player.FreeCamToggle
-- WASD, ctrl, space - move
-- Mouse scroll - change speed
-- LMB/RMB - change FOV
-- Alt - orbit around aimed target
-- Num Enter - attach to a moving vehicle player is on
-- Step on a moving vehicle to load terrain as it goes
-- It is possible to stop time by pressing pause (Esc)
-- Pressing Q also stops time but it stops the moving trains too
- Loading screen in NonVR now shows high-res screenshots, picked at random
- Updated Oculus SDK to the latest version
- Fixed double-clicking Esc causing the player to teleport to the sky
- Alt+Tab no longer enables mouse-look when the latter is bound to Alt key
- Removed the “you derailed” popup as it’s no longer relevant
- Updated DV logo
- Reduced size of splash screen Altfuture logo
- Added option to prevent Alt+Tab from pausing the game (non-VR only)
- Fixed coal lumps not disappearing when thrown into firebox
- Increased sensitivity of locomotive remote joysticks
- Added sound alert for wheelslipping using locomotive remote
- Fixed wallet text overflowing to new line when too rich
- Fixed being able to bring up menu during loading
Derail Valley - Altfuture
Hi everyone,

We know you’re super eager to learn more about Derail Valley: Overhauled, our major free update coming on May 21 at 10am PST.

To that end we’ve created episodic video content, which will explain all the ins and outs of the update, one video per day, until the release!



Today’s video is an intro to the series, and the remaining 5 will showcase very specific new features and content of the update. Stay tuned! To not miss the other videos, consider subscribing to our YouTube channel and hit the notification bell.



At the same time, we’re launching our Dev Support OST - a collection of music we’ve made for Derail Valley’s trailers, as well as some extras. If you would like to further financially support our work on Derail Valley, this is the place! All revenue from the OST will go directly to development.

For those of you interested in backstory about each of the tracks, check out “view the quick reference” button at the store page’s sidebar.

And last but not least - influencers, please contact us for preview keys! We will contact many of you with preview keys in the following days, but if you never contacted us before, give it a go! Our email address can be found on our sites. We will be sending the keys next week to all influencers with relevant audiences (simulators or VR).

That’s it for now - stay tuned for a new video every day until release! See you on the 21st!
Derail Valley - Altfuture
Hi everyone,

We’re excited to reveal the brand new trailer for Derail Valley: Overhauled - a major free update coming to Derail Valley, for PC and VR, on May 21, 2020.



The update will fix most of the game's current issues, on both platforms, revamp many of its existing systems, and add new content and features. We will have more in-depth videos about the update as we get closer to the release date.



Due to a few remaining bugs, but mostly in order to catch some breath, we've pushed the release 3 weeks into May. Given the coronavirus situation and the very long development period behind us, this delay is relatively minor and we hope understandable. Don't worry though, we're not rebranding to Delay Very just yet.




During the past two months our closed beta testing has been going very well and our awesome testers have helped us pinpoint and resolve a whole lot of issues. Apart from further testing, we'll use the available time to polish the update as much as possible by release.



Finally, we'd like to thank you all for your patience while waiting on this enormous update. Going forward we expect to be able to go back to our regular weekly game updates after Overhauled.

That's all for today. Stay tuned for the in-depth videos about Overhauled coming closer to the release!

-Your DV Team
Apr 1, 2020
Derail Valley - Altfuture
Hello everyone,

As we’ve been working on our Overhauled update over the past year, we found that the former name “Derail Valley” did no longer match the true nature of this project. Having revamped the derailment system, trains now fall off the tracks less frequently. At the same time we’ve also established the habit of successfully delaying and postponing updates, and have become exceptionally good at this.

To better accommodate these changes, we decided to overhaul not only the game, but its name too. We proudly present you the new branding, “Delay Very”:



We feel the new name will add a whole new dimension of transparency to our project, while maintaining the same old rhythm to it. You can look forward to its use along with the next update later this month.

That’s all for today – stay tuned while we’re preparing the all new trailer “Delay Very: Overhauled” for launch in the first weeks of April.
Derail Valley - Altfuture
Hello engineers!

We know you’ve been eager for news about the next update! We’re happy to announce that Overhauled, the major update that we’ve been working on for nearly a year, will launch in late April 2020. The specific date will be announced early that month, along with the launch of a new trailer.



For anyone unfamiliar, the update overhauls a lot of systems and features under the hood and will improve most core issues, from unexpected derailments, janky controls and low performance, to things such as more engaging gameplay, adding new cargo types, and the eye-catching HAZMAT cargo.

Work on Overhauled started in April 2019, and since July, the entire team has been working exclusively on it, every working day. With roughly 6 years of man-hours done on it by the time of release, the update will be the biggest accomplishment of our team to date.

Closed beta starts early March
While doing the final touches, we will share the game to a closed group of testers in early March. The testers will be chosen among the most trust-worthy/active members on our Discord, where we’re active daily. We'll form a small team of testers with diverse hardware and controller types for both VR and NonVR.



Community Unlocks v3
With many changes coming to the game, we will also be revamping our online and social presence. The first to go live is our new Community Unlocks page.



Many new rewards were added to it, making it the new official public roadmap for Derail Valley. Here you can see what our plans are for the game, and the order it will be done in.

As we stated in the past, after Overhauled we aim to go back to regular weekly updates. Many of the “in progress” tasks will be done with Overhauled or soon after, and we aim for the future rewards to be released with the same frequency as the new ones getting unlocked.

Please let us know what you think and keep in mind that, until the new points economy settles, it may be further adjusted.

Going to Train Jam & GDC
In March, Slobodan and Nenad will be attending the Train Jam, a yearly event in which indie developers gather in a rented Amtrak train to jam games while travelling from Chicago to San Francisco. After that we’ll attend GDC. We’d like to thank the Train Jam organizers and their sponsors for the generous help they provided for us to visit these events! If you’re in the SF area (or LA) in that period and would like to meet up, let us know!

That's all for today, see you soon with more news!

-Slobodan
Derail Valley - Altfuture
Hi everyone,

We're incredibly flattered to see the 98% positive rating on Steam from 50+ recent reviews, and will continue to do our best to make Derail Valley better and bigger, going into 2020!

Given our story of how we went from a few flatmates dreaming about a next-gen train sim to now having our own train simulator be the highest-rated one in the world, it seemed that going for "The VR Game of the Year" Steam Award might be worth a shot.

Vote for Derail Valley in the embedded widget above, or here:
https://store.steampowered.com/steamawards/nominations

Thank you so much for the superb positive feedback over the past few months, we can't wait to share the huge new update with you in Q1 next year!
Derail Valley - Altfuture
Hi everyone!

It’s been a few months since our last post, and with many of you asking about the progress lately, we decided we needed to make a new status update. In principle, our news hasn't changed much - the whole team is still working on the new major update every day, focusing mainly on bug-fixes and polish. The release date is still unknown, however we do realize that it’s time for some fresh information. Therefore, this time we’re excited to reveal some never-before-seen footage and screenshots of the stuff we’ve been working on!



What used to be known as the ‘Hazmat’ update, we now call ‘Derail Valley: Overhauled’. With the new name we want to illustrate that almost every aspect of the game has been improved. The Hazmat cargo will only be a small part of it.

‘Overhauled’ is extremely important to us, as its success will define the future of Derail Valley. Despite the time pressure, we need to get things right the first time we launch it. This means that, given there’s still a lot of work to be done, we’ll need to stretch the update’s release into 2020. We didn’t originally plan for this, and technically could still rush to have the update released this year; however, that would leave us with two major problems:

1. We’d need to cut bug-fixes and polish in order to meet the deadline. This is what we needed to do with the original release, which left us with numerous issues that we can now afford to avoid.

2. We’d clash with AAA releases and the general press saturation that comes with the Christmas period. With the update being so important to us, we need to maximize the chance of having good press/influencer coverage when ‘Overhauled’ comes out.



Needless to say, rest assured that we want the update released sooner than anyone else, but “when it’s ready” is simply the best approach we can take for everyone involved. The same is also why we don’t like revealing information too much in advance, but we understand the need to be in the loop.



Prior to the release we’ll have videos going into detail about what’s new, but knowing that you guys are thirsty for info, here's a list of some of the upcoming changes:

The complete overhaul of derailment, coupling, and brake simulation, major changes to UI, inventory, item retrieval and in-game economy, as well as a fully remade harbor complex. The update also includes the addition of Hazmat cargo and effects, worldwide railway signs, new licenses, military base, train status saving, damage detection and many related interfaces and gameplay features. One of the core goals with the update is to have a much more engaging career building gameplay, leaning towards the eventual 100+ hour playthrough mark. Apart from that there are numerous improvements to performance, VR controls, non-VR controls and many, many bug fixes, and we’re still not done.



With all that being said, we hope you guys understand why this took time. Once ‘Overhauled’ is out, we plan to go back to our regular weekly updates, just like we used to do before build #77. Please be patient a little more and we’ll do what we can to have the update ready for release as early next year as possible.
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