Penkura Main Branch Adjustment --------------------- ⊞ Bugs/Errors ⊞ ---------------------
◈ At the one of the cave corners in the underground research station, there was a "quicksand" effect from broken collision.
◈ One of the set of boxes in the caves of underground research station are located perfectly close to each other to get player stuck if jumped between them.
◈ Data Core Electric Baton, kept self respawning.
◈ Two notes in the Hall Connector of Epsilon Base were unpickable.
◈ Enhance-Atmo-Growbed consume hydrogel while plants are already fully 100% matured.
◈ Hydrogel Purificator didn't properly saved its connectors state, leading to removing the stairs, on load. All new buildings of this type will now properly save their connectors state.
◈ Ore Refinery UI, didn't properly visually indicate on the power setting of each furnace, after loading the game.
◈ Improved grass and flower visibility change based on proximity to buildings.
◈ Improved Biometer poster (to fix minor issue).
◈ C.A.T will now print information on what building he dematerialized.
◈ C.A.T will now print what and how much of a component was given back after dematerialization.
◈ In the window presenting each item player picked up, there is from now on a progress bar showcasing the capacity state of player backpack / bot storage.
◈ Added Bot Unstuck function to Options > Help
◈ Added Backpack Unstuck function to Options > Help
◈ Player can now use console command "bot-unstuck" to use Bot Unstuck Function.
◈ Player can now use console command "backpack-unstuck" to use Backpack Unstuck Function.
We have made significant changes to the main level of Karenos Sector-4. While players will not be required to delete their saves or start from scratch, please be aware that due to the extensive nature of these changes, some players may find their characters spawning inside a rock or underground.
To address this, we remind everyone to utilize the unstuck function available in the Options > Help menu. This feature is designed to help you quickly resolve any issues with character placement caused by the recent updates.
In this substantial patch, we are excited to introduce a massive overhaul of the Karenos level, implementing changes that affect approximately 50 to 60% of the layout. These updates are based directly on player feedback, including insights gathered from gameplay videos and emails.
Key Improvements Include: - Enhanced Navigation: The map has been restructured to make it easier for players to orient themselves and move through the environment. - Improved Accessibility to Key Points: We've optimized the locations of critical points of interest, ensuring they are more accessible and clearly marked to facilitate progression in the storyline.
Our goal with these changes is to significantly enhance the player experience, making the game not only more intuitive to navigate but also more engaging in its storytelling and exploration elements.
We've expanded the game map with over a dozen new locations, including a strategically placed new base that furthers our ongoing storyline. Additionally, we are gradually introducing a global map feature that will allow players to travel between levels. Please note that this feature is still in development; currently, map exits may appear as invisible walls. We aim to fully implement and refine this feature within the next week.
We also added two new buildings to the game:
Suit/Armor Recharge Station: Based on player feedback regarding energy shortages, we've introduced the Suit/Armor Recharge Station. This addition is designed to significantly enhance the player experience by providing an energy boost.
Long Range Communication Array: This is one of the largest structures now available in the game. While it currently serves as a key story element, it will soon become essential for managing and moving bots between levels and controlling small outposts. These outposts will be crucial for transporting resources back to the main base.
We've made significant improvements to our bug-report and feedback system. Going forward, all messages sent to us will be automatically archived and also directly forwarded to the developers. This change ensures that we are always informed of any potential issues, enhancing our response times and overall game stability.
We apologize to players whose emails did not reach our server properly. Recently, a surge in email volume led to a server crash. We have addressed this issue to prevent future occurrences. If you notice that a previously reported bug is still present in the game, please resend your bug report. This allows us to archive it permanently until it is resolved.
Following several discussions with our community on Discord and Steam, we've decided to rebalance a number of items and systems, particularly those related to energy management. These adjustments are intended to streamline gameplay, making it smoother for players.
We will continue to monitor the impact of these changes closely and remain open to making further improvements as needed. Y
We also want to inform about the next patch. The game grew to the size where it's very difficult for us to check every corner of the map and release the patch with certainty that we catch all bugs or visual errors made by wrongly placed assets. Because of that the next big update with new map, and new biome will be release not in one but two weeks, we need the extra amount of time to make sure the quality of the map will be at the level of Karenos Sector-4 or better. In the meantime we will release a few smaller patches fixing found issues, and implementing other minor assets, such as new enemies, and items. Yes, items and enemies will be released before the next level patch, so players will have new things to enjoy in our project, while they wait for the big reveal.
We also want to thank all recent YouTubers that showcased our game to the wider audience. Thank you very much!
As always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
◈ Possible fix for Solar Panels sudden rotation when placed at an odd angle.
◈ The player was able to get stuck between barrels at the underground temple.
◈ Player saves, sometimes, didn't properly save its thumbnails and save slot information.
◈ Growbeds Biowaste inputs were always full.
◈ Fixed small gaps between rocks reported by players that could make them get stuck.
◈ Starting Beacon was resistant to player deconstruction, making it reappear after load.
◈ Split function in the inventory didn't trigger properly.
◈ Time of the day sometimes didn't properly save, and reverted to the start time of 06:30.
◈ PDS, at Archeological Base, keeps triggering the missions update of "In Search of Answers".
◈ Ore Extractor didn't properly tick a check if its container is full, and never stops digging until the player turns it off manually through the RTS mode.
◈ Fixed collision problems of small decorations, and shelves at underground base.
◈ Fixed errors in Neuro Stimulant description.
◈ On rare occasions, C.A.T could kill the player by flyby threw the wall.
◈ Connectors to the buildings didn't properly save their states.
◈ Fixed scan description of Blufloir and Subincar.
◈ Epsilon Base was discovered by default.
◈ Magnetic Wind Turbine C.A.T construction location was in the wrong location.
◈ Fatigue system didn't properly save, unfortunately, the fix will load the players being exhausted (my apology, but the good news is, the Med-Bay beds can from now on be used to sleep in).
◈ Added additional buildings to the Mining Outpost.
◈ Added lore to the Mining Outpost.
◈ Added two new buildings to the game. - Long Range Communication Array. - Suit/Armor Recharge Station.
◈ Added a new option to the Sound Options Menu, to allow players to set game sounds to play in the background when game windows loses focus.
◈ Improved bug report and feedback report system, which will now auto archive all messages and send them directly to the developer.
◈ All missions text was rewrite to make it more clear.
◈ Added new mission to the game.
◈ Added additional loot able boxes to Sector-4.
◈ Added new story messages.
◈ Added additional dialog options to Sara.
◈ Added 29 new types of sector assets (foliage, rocks, decoration type).
◈ Added 14 unmarked points of interest.
◈ Increase the map size of Karenos Sector-4 by around 22%.
◈ Added second base position.
◈ Added a temporary invisible wall at the sector entrance.
◈ Removed some of the buildings from starting base.
◈ Improved the look of the underground research base.
◈ Improved Level of Details of all Foliage, Rocks, and Boulders. (additional 4k-8k screen testing is required).
◈ Improved the Monorail Station point of interest with additional assets.
◈ Improved Ancient City with additional assets.
◈ Improved location of the second bot, with additional assets to make it easier to be seen from further distance.
◈ Improved location of the first Obelisk with additional assets.
◈ Improved the starting base location with additional flora.
◈ Added additional roads (covered with foliage) to the Karenos Sector-4 to make it easier for the player to find key points of interests.
◈ Improved tutorial text in the Manufacturing Platform PDS.
◈ Beds in the Med-bay can now be used to sleep when the player character is tired enough.
◈ Added Out-Of-Stuck beacons to player controlled Command Center, to allow players to teleport back to Command Center in case of improper building.
◈ Disassembly Unit progress bar will be blue by default rather than green, and after the work is completed, a notification will appear for 2 seconds that work is done, after which the progress bar will turn from green again to blue.
◈ Improved all tutorial text in the Command Center PDS.
◈ Flashlight power increases by 30%.
◈ Flashlight power consumption lowered by 50%.
◈ Sound of jumping to water lowered by 32%.
◈ Improved glass reflection effect.
◈ Items understand if they have fallen into the water (for the moment only sound).
◈ Polan Crystal and Refined Polan Crystal have strong effect when entering water (as per description).
◈ Improved tutorial text in the Med-bay Body Reconstruction PDS.
◈ Ore Refinery power calculation optimization.
◈ Extensive Extraction mode in Ore Extractor, cost lowered from 9 energy to 6.
◈ Lower energy consumption of Improved Extraction Data Core from 6 to 5.
◈ Ore Refinery max energy consumption lowered from 75 to 60, effectiveness unchanged.
◈ Improved missions order trigger. (thanks to this, no matter in which order player choose to do a mission, it will always be in the correct list in the player journal)
◈ Lowered the intensity of lens flares by 50%.
◈ Magnetic Wind Turbine minimum power generation risen from 3 to 5. (Maximum is keep at 16).
◈ Portable Ore Extraction power is now double from 0.1-1.0 to 0.1-2.0.
◈ Solid Construction Component energy production cost lowered to 450 from 600.
◈ Liquid Construction Component energy production cost lowered to 650 from 800.
◈ Normite Bar energy production cost lowered to 175 from 200.
◈ Aristolite Bar energy production cost lowered to 200 from 300.
As some of you may already know, 10 days ago a kind YouTuber named FloppySword featured Penkura in a video. This video generated enough resources for us to temporarily set aside nearly all our side jobs that were keeping Penkura alive, allowing us to focus full time on the game for the next two months.
We plan to maximize these two months by rolling out content originally scheduled for release over the next six to eight months. It will be a massive amount of work, but we are eager to use this rare opportunity.
Before we detail our plans for the upcoming patches, we need to address a small issue. With increased game visibility, we've seen a spike in feedback and bug report emails—from an average of two a month to over a thousand. After three days of meticulous checking, we discovered that only about seventy of these were from legitimate copies of Penkura. Over 90% of the bug reports came from a nearly two-year-old version of the game. While we do not vilify piracy—understanding that finances are tight and people are cautious about spending on games—these inaccurate reports have significantly slowed our progress. It is error on our part, that we didn't predict such possibility but in the upcoming patch, we will modify the bug report system to more easily verify if the reports are from original copies of Penkura.
Now, regarding the upcoming patch: In the last ten days, based on video review and conversations with players, we've remastered nearly the entire map to improve player navigation, added over a dozen new points of interest, expanded the lore, and increased the map’s size by about twenty percent with additional space for a second player base. We also resolved dozens of issues reported by players, enhanced the tutorial, and streamlined nearly all game texts for better readability by removing unnecessary filler words. Additionally, we've rebalanced some item production and energy generation and are introducing two new structures in response to player feedback. To heighten the challenge on the improved map, we will introduce two new creatures.
Unfortunately, due to the extra work required beyond what was initially planned, we must delay the release of this patch from April 20, 2024, to April 26, 2024.
Meanwhile, we are simultaneously developing three new levels, the first of which will be released about a week after the upcoming patch. The second level will follow a month later, and we hope to release the third another month after that.
Below, we are showcasing a few teaser screenshots of the upcoming levels, featuring different flora and fauna and over a hundred new assets created over the past year. In the next two months, we aim to release all the content we’ve been working on, which will triple the game's size.
Between these major updates, we plan to release a small patch introducing the new language system, which allows players to program bots to help maintain their bases. This system should be ready in about two weeks. We are looking for players with little to no programming experience to test how user-friendly and functional it is within the game. Currently, three players are set to test this system, but we are open to more volunteers.
If you’re interested, please join us on our Discord channel at https://discord.gg/2ukYHQm and mention your interest in testing the new feature.
◈ Weapon/Tool sway when the moving option will now disable both animation movement and procedural physics movement of hands.
◈ Small glass effect decreases to player helmet/visor.
◈ The headbobbing option changed from "Only animated head movement" to "Limit headbobbing to physics only". This will reduce headbobbing by 80%, but make hands move as headbobbing is still present, this is a temporary solution, which will be improved at a later date.
In this latest update, we're enhancing the player experience through a series of key improvements.
Firstly, we've implemented a procedural animation system designed to dynamically adjust player bone positions and rotations based on physics, and in-process blending of two animations. This significantly enhances the overall game feel, introducing a more fluid and natural quality to character movement. This improvement is also fully added to the entire player animation system, which means each new animation added to the game, will automatically use this addition without any additional work.
Responding to player feedback, regarding the flashlight's efficiency in outdoor environments. Testing revealed that the issue is not with the flashlight itself, but how we rendered our foliage. To optimize performance, our grass/foliage system renders materials without relying on light normalizations. This update includes an improved approach, to our foliage rendering, by altering how much light foliage absorbs, resulting in a brighter appearance at night while maintaining a darker appearance in the far view when not near any light source.
We are also adding our very own debug console system, this feature provides essential information for debugging complex aspects of the game. Activated by default with Alt + `, the console will improve our workflow and allow us to do more efficient troubleshooting in the future.
As always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
Penkura Main Branch Adjustment --------------------- ⊞ Bugs/Errors ⊞ ---------------------
◈ The player was able to install Data Storage on another Data Storage in the Blueprint Repository, destroying the previously installed Data Storage.
◈ When the player installs a MOD on top of another MOD, it will destroy the previous MOD, now it will deinstall the first MOD, put it in the inventory, and install the new MOD on top of it.
◈ When Dynka or Metos Feeder explodes, there can be a very bright flash of light under a certain angle.
◈ If the player died while being poisoned by the Metos bug, the screen stayed black after respawning.
◈ When activating the game, Penkura does not load the proper saved resolution settings.
◈ Improved Crouch system, from now on when a player wants to uncrouch, rather than a simple line check above the player to see if there is enough height above the player to stand up, the game will check the entire space above the player to see if player entire body fits correctly. This system prevents the camera from glitching into minor gaps in collision mesh when trying to stand up.
◈ Improved rendering of all foliage in the game, from now on, textures on the foliage will decrease its light absorption depending on the time of the day and sun/moon intensity. Thanks to that, foliage will be brighter when lit by a flashlight or any other source of light, while still being very dark outside of any light source.
◈ Added procedural sway, shoot, and movement animation to the character.
◈ Added minor light aura around the player, that will gently lit the area of 5 meters around the player. This effect only works in very dark areas and provides only 1% of the light that a normal flashlight provides.
◈ To help players find small items in thick grass, all grass, and small foliage will now disappear when in close contact with items, and reappear when the item is removed.
◈ Improved user interface of all weapons/tools ammo counter to reflect reload at the moment of sound trigger, rather than instantly when the player presses the "reload" button.
Penkura Main Branch Adjustment --------------------- ⊞ Bugs/Errors ⊞ ---------------------
◈ Fixes to object placement to some items in the game.
◈ Players were able to swiftly leave the tram when it activates if entered with sprint.
◈ If the player skips the cutscene the moment the loading screen fades out, it's possible to halt audio readjustment making the game quieter than it should.
◈ If the player presses ESC right after the intro is finished at the start of the dialog, it will trigger the dialog again, repeating its audio sequence.
◈ The player was able to duplicate items when selecting a specific type of item before "transfer all".
In our last dev-log, we mentioned that we are moving the entire project from Unreal Engine 4.27 to Unreal Engine 5.3. We are happy to announce that it was a full success, not only we were able to improve performance, but we also used this opportunity to implement all the fixes, changes and improvements we wanted to add but weren’t able to because of the fear of damaging the save files.
As we mentioned in the last dev-log all saves before this update will be unusable, as the entire game engine has changed how items, buildings, and even entire levels are ID’d in the game, completely breaking all saves. Our hope is that we have made enough improvements to the save system to make sure players won’t lose any progress in the future.
We managed to implement over 260+ improvements to the background code of nearly every possible feature in the game, from dialog system through mission system all the way up to the base building and NPC.
Some players are worried that Penkura will stop working properly on older systems or their performance would drop significantly after the Unreal Engine 5.3 transfer. We worked over 2 months straight to make sure we bring same or better performance to our community. This included a lot more work than we originally planned but we are happy to report that performance is even better than it was on the Engine 4.27.
Penkura is tested on 2 computers:
The first machine is 12 years old computer that contains GPU GTX 660 and i7-2600 CPU 3.40Ghz.
The second machine is a bit newer, a 6-year-old computer that contains GTX 1080 and Intel Core i7-6700K 4.00 GHz.
Penkura on Unreal Engine 5 works without any problems on both machines.
We will provide more details on each test we took in our upcoming dev-log and provide information on the main problem we encountered while converting Penkura to a newer engine for those that are interested.
We also receive questions about DLSS and its use in Penkura.
For the moment Penkura is not using DLSS system. We do plan to add DLSS to Penkura but first we want to make sure we are providing the best possible performance with old fashion game optimization. The moment we feel that it’s the best we can provide at the current stage of development, and/or improving would take months of work for a minor 1% -/+ gain, we will start to work on the implementation of DLSS to Penkura, which of course will be optional.
Now, let’s talk about the changes we made to the game.
As of this patch, we added fatigue system to the game. The Fatigue system will allow players to sleep based on fatigue level, rather than restricting sleep between 21:00 (9 PM) and 06:00 (6 AM). Lack of sleep will of course end with negative buffs to the player, at the first stage it will trigger the “tired” state, which will slightly slow down player movement. If the player won’t lower his fatigue (by energy drinks, or medicine) it will change to the “exhausted” state, which will lower the movement speed even more, and it will weaken the player limiting his carry capacity.
We are also adding a new monster to the game. The strongest in the Metos family, the Royal Guard. The biggest and strongest Metos which spawn specifically at brood area and near the Metos Queen (which we will be added at a later date). We strongly advise not to challenge these rare creatures.
We are also implementing a new type of handheld items called throwables. For the moment these will be flares which will provide a nice source of light in dark areas of the game. In the near future, we plan to also add distraction gadgets and of course explosives.
With the handheld addition to the game, we are now allowing you to throw any item that can be picked up using the middle mouse button. To add even more to the system, we will be changing the behavior of some items when damaged to allow synergy with both systems. For example, from now on Battery-ST1 when shot will spend its entire energy in a violent burst that will damage anything in a close proximity.
With the project moving to Unreal Engine 5 we also used this opportunity to convert animations scripts to use Multi-Threaded calculations to smooth switching between different animation types, drastically improving their blending. Thanks to the multi-threading we are able to move some of the heavy math from the main thread to another layer which will not only improve performance but also lower the amount of frame spikes players may encounter.
Speaking of frame spikes, thanks to the massive amount of code improvement or how we call it lowering the “development debt” we eliminated nearly all the frame spikes, frame drops, and frame lose. We are very happy and proud of this work. This is something we wanted to do for a long time and finally had an opportunity to do so.
We wanted to add even more content with this patch but with the amount of changes made to the code, this required us to slow down for at least 2 weeks and make sure that everything works properly. Unfortunately, all the code is done by a single person and the entire game is also tested by the same person. That means that there are certain things that were missed, that require fixing. We will keep an eye on any report made by the players, and we will once again test out all the systems from the ground up.
In the upcoming dev-log we will, as mentioned , above provide much more detailed information on tests made on Unreal Engine 5, changes made to the game and our plans for the very near future.
As always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
◈ Moved entire project from Unreal Engine 4.27.2 to Unreal Engine 5.3.
◈ Added new item: - (Damaged) Battery-ST1 - Med-Adhesive - Standard Flare - Emergency Flare - Signal Flare - Laser Scalpel - Small Medical Plate - Large Medical Plate - Bio Sample Container - Basic Medical Kit
◈ Added a new monster to the game Metos Royal Guard.
◈ Added Fatigue system to the game
◈ Fatigue is now visible on the Bio-Ring
◈ Sleep is now dependent on the fatigue of the player. (The player can go to sleep at a minimum of 50% fatigue)
◈ Added new positive effect to the game: - Well Rested.
◈ Added 2 negative effects to the game: - Tired - Exhausted
◈ Added new UI elements to RTS mode.
- The player is now able to see buildings that are being constructed, halted, or require dematerialization.
◈ Added 13 new sound effects for items.
◈ Added new animations to Metos Warrior.
◈ Battery-ST1 can now be damaged, and on destruction, it will violently discharge its energy.
◈ Added 21 new player animations to improve blending (making player animation movement less stiff).
◈ Added shake effect when using Portable Geological Extractor.
◈ Added new dialog lines for Sara.
◈ Recreated half of the Temple Base.
◈ Improved spawn code of all items in the game. (removing minor hitches when items are being spawned).
◈ Player is now able to throw any item that can be held using the middle mouse button.
◈ Distance of thrown item is determined by player speed + item weight + item amount.
◈ Portable Geological Extractor can now damage living things if used at a range of 3 meters.
◈ Improved Portable Geological Extractor user interface. - PGE now showcases a rough estimate of cluster content. - Improve interface visibility
◈ Completely recoded building spawn system, removing all collision errors, invisible assets triggers, or not properly loading all the assets within the building.
◈ Improved building hatches spawn and connection checks. (removing minor hitches when buildings are being spawned and moved to the correct position).
◈ Improved save time by roughly 30%.
◈ Improved UI indication and sound effects when discovering new locations.
◈ Optimized save files, lowering their size by 15%.
◈ Added water to the game, and water interaction (for the moment only sound).
◈ Added 4 new sound effects related to interaction with water.
◈ Improved Depth Fog render quality, very bright objects will now be properly saturated by fog.
◈ Improved Dialog UI to make it a bit more readable.
◈ Updated Save/Load system UI with new built-in debug messages.
◈ Improved Save/Load Level transition UI.
◈ Added Lens Flares to the game.
◈ Added option to disable Lens Flares in the Game Options.
◈ Ore Extractor will now consume 6 energy lowered from 8 in normal extraction mode, and 15 in Extensive extraction from 23.
◈ Improved ID check of all buildings in the game, and their components, improving load time.
◈ Bio-Recycler will now provide around 65% of bio-chemicals from organic matter rather than 50%.
◈ Some items can from now on have a fraction value (for example 0.01 Bio-Chemical rather than fix 1).
◈ Improved foliage spawn system. - Spawns flowers, and mushrooms much smoother, and further away from the player. - Removed background calculations for object respawn. (minor performance gain).
◈ Increased Metos Drone spawn rate by 70%.
◈ Lower the Spawn health range of Metos Drones from 6-15 to 5-10.
◈ Muscle density DNA will now improve player melee damage.
◈ Improve melee combat, (the collision trigger of the actual hit is now equal to the size of the weapon/fist).
◈ Item weight (IP cost) balance changes: - Solid Construction Component from 8 to 6. - Crystalized Construction Component from 8 to 10. - Xavoc Crystal from 1 to 0.8. - Refined Polan Crystal from 2.5 to 2. - Vivi from 9 to 7. - Expired Vivi from 9 to 7.
◈ Construction cost changes:
/// Crystalized Construction Component - Refined Polan Crystal from 5 to 4 - Refined Xavoc Crystal from 5 to 4 - Noble Metal Bar from 8 to 6
/// TRX Ammo - 1 Solid Construction Component changed to 2 Heavy Metal Bars - Noble Metal Bar from 2 to 1 - Bio-chemical Ercore from 5 to 10
◈ Change the name of items: - Metal Bar to Normite Bar - Metal Ore to Normite Ore - Noble Metal bar to Aristolite Bar - Noble Metal Ore to Aristolite Ore - Heavy Metal Bar to Therium Bar - Heavy Metal Ore to Therium Ore