INSOMNIA: The Ark - Vault_13

Hello everyone! Today we’d like to share information about the launch time frame for the upcoming patch, as well as 2 new and highly requested improvements coming with the next patch.

In addition to the list of bugs mentioned in one of the previous posts, we’ve managed to narrow down and fix the issue concerning the endgame dialogue with Thel. It prevented players from getting all of the possible story outcomes based on the decisions made throughout the game.

Patch v1.4 will also introduce another highly requested feature since day #1 - key remapping:


Even though we haven’t considered adding this option to the Settings menu before higher priority issues were addressed, one of our team members was able to make this happen without sacrificing other tasks.

The feedback we’ve received since INSOMNIA’s release made it clear that the lack of a key remapping option made the exploration of Object 6 less comfortable and exciting for quite a few players out there. So making it available as soon as possible sounded like a reasonable thing to do.

With that said, our publisher’s QA team found a few critical issues while testing the current patch that will require some additional time to make sure v1.4 will work as intended. You can expect the next patch to be delivered on December 6th or earlier, if possible.

Both HeroCraft and our team feel that it is important to release higher quality updates for INSOMNIA, rather than release a patch that will cause more issues for players and distract us from improving the game further.

Again, thank you for your continuous support and patience. See you next week!
INSOMNIA: The Ark - Vault_13

Hello everyone! V1.4 patch fixes are being tested at the moment, and as long as no critical issues are found, the update will be released next week.

In the meantime, let’s get acquainted with the next installment of INSOMNIA: The Ark’s lore series, which is dedicated to the wildlife that was able to adapt to the harsh conditions on Object 6. While some of these creatures are quite common, others remain the subject of spine-chilling stories told by locals.

Introduction

Due to most species’ inability to adapt to the station’s aggressive environment (criomic bloom, exposure to somnia, etc.) the wild fauna of Object 6 is not as diverse as one would expect. The animal breeding program is limited to Urb, with a limited number of farms that raise non-mutated animals and deliver meat. Generally it’s cheaper and faster to produce oma-based food products instead.


Livestock farming is not common in the Near Range and the Junkyard, as herbivorous animals survive poorly in captivity and some edible species of predators are too dangerous to breed.

Orrun

This is an aggressive predatory reptile that can grow up to 2 meters in length and weighs up to 300 kg. The orrun is practically the only animal that is bred in the Near Range. Both the meat and eggs from these reptiles are very nutritious, although it is very expensive since these reptiles are quite gluttonous and very dangerous.



Chelicet

A large arachnid that primarily inhabits the Junkyard, but is also common in the Near Range. Small varieties of chelicets are not as dangerous as their larger brethren, but a pack of these creatures can be a serious threat.




Kabba

Covered in armored plates, the kabba is a powerful but slow animal that dwells mainly in the criomic wastelands. Like most other representatives of the station’s fauna, it doesn’t thrive in captivity. However, this animal represents a valuable trophy for any hunter: the skin and the armored shell are highly valued by artisans and its nutritious, savoury meat is considered to be the best camp food in the Near Range. The kabba serves as a source of meat, milk, leather, and armor plates for ghetters.



Karnar

A predatory mammal that hunts in packs and lives in the Junkyard. It feeds on kabbas, small rodents, and insects. Little else is known about karnars since not many people were lucky enough to survive an encounter with this predator.



Rakh

This powerful predator likes to attack from ambush. Usually hiding in piles of garbage, the rakh exposes its sloping forehead containing a complex sensory organ. Its sight and sense of smell are well developed, and in addition, the rakh’s paw pads are able to discern surface vibrations and irregularities. When the creature attacks, it rips its prey apart with long claws. Despite the associated danger, the rakh serves as a source of claw blades, skin, and meat for the survivors on Object 6.


Have you met any of those creatures while exploring the space metropolis?
Let us know in comments below!
Nov 16, 2018
INSOMNIA: The Ark - Vault_13

Hello everyone! As we’ve previously mentioned, this week we are bringing you additional info regarding the upcoming update to version 1.4 (ETA: 2 weeks.). Patch #4 aims to address quite a few problems with the main quests and locations, inventory/item management and various sound-related issues. So without further adieu, we bring you the list of improvements planned for the next patch!

Settings menu and Sound-related issues:
  • The main menu stops responding in full screen mode.
  • Regular background music keeps playing during cutscenes / intros.
  • Sound effects can still be heard even when the volume level is set to a
    minimum amount in the Settings menu.
  • Low FPS sometimes caused by a memory leak.
Inventory / Items:
  • Inventory sorting doesn’t work as expected.
  • Previously equipped items overlay other items inside the inventory.
  • The hint regarding picking the sword in the Prologue (the tutorial part of the game) stays on screen if the sword was already picked.
  • RGD grenades don’t cause damage.

Localization / Fonts:
  • Small fonts in credits.
  • Inappropriate translations for the controls in the Settings menu.
Quest fixes:
  • Lack of the option to talk to Riebel in order to complete the “Bane of Mills” quest.
  • “Hot Blooded” can’t be completed if a quest item (a letter) has been picked up by the player in an older version of the game.
  • No dialogue option to “give the gun” to The Dowel is available.
  • The “Collector” quest cannot be completed.
  • Character finds himself in a doctor’s office after completing “At the Bottom” quest and entering Vulture’s Nest (without an option to leave).
  • A quest item (a TV set) stays inside the inventory after completing the “Blue Screen” quest.

Locations:
  • Wrong enemy types enter the pool in the Rusty Arena.
  • Random encounter with Kazim keeps repeating itself.
  • Game crashes after exiting Urb Perimeter during the “Enemy Behind the Walls” quest.
  • End game location lacks specific textures and models after saving and reloading.
  • Character is automatically transferred to the Adaptation Block if any save file has been loaded while being at ‘Seaside’.
Misc:
  • Game crashes during long continuous playing sessions.
  • Morty gets stuck in textures while the player uses a ladder.
Please keep in mind that this list is not final and is subject to change and expand. We are also in the process of evaluating and considering an option to update the version of the Unreal Engine 4 that INSOMNIA currently uses to the latest one. This should automatically solve quite a few issues like missing textures for specific in-game models, etc. As always, we will keep you posted regarding our progress.

Stay tuned!
INSOMNIA: The Ark - Vault_13

Hello everyone! It’s been a week since v1.3 was out, and after analyzing the feedback you’ve provided, our team has started working on the next patch. You can expect more details regarding the fixes and changes being introduced in v1.4 next week.

Meanwhile, we are continuing our INSOMNIA: The Ark lore series with a new installment that delves deeper into the background of some of the factions that you get to meet while you journey through the rusty corridors of Object 6...

The Ordinate

The Ordinate is a common name for Nomah Autonomy’s armed forces and the largest state institution of Object 6. It has considerable political weight, despite the strengthening position of the Committee in the Autonomy Council. The Ordinate, in many respects, has inherited the traditions and the structure of United Hierarchy’s military and includes two divisions — Dar-Khala and Tyrang, each with its own traditions and insignia.

In addition, the Ordinate includes a subdivision called Scander's Vultures — a special operations branch that is responsible for the most difficult and demanding assignments.



The Committee

An executive authority responsible for ideological propaganda and state security. The political opposition between the Committee and the Ordinate is hardly a secret by they year 412. Shortly before the game’s plot unfolds, the Committee develops into the most influential institution of the Nomah Autonomy. After the terrorist attack on Limb, the Autonomy Council assigns interdepartmental control to the Committee and allows it to create its own militarized detachments.



Ghetters

The inhabitants of the Near Range are commonly referred to as ghetters. There are several social layers in the Near Range society. Reservation dwellers are the most successful among them, as they have the civil rights granted by the Autonomy and a registration — the right to live in slightly better conditions than their neighbours in the Near Range.



Militia

The Militia is a volunteer organization tasked with keeping peace in a number of Near Range reservations. It was established via a meeting between the commandants of several of the largest reservations. The initiative was supported by Urb’s authorities as this has proven to ease tensions among locals.

Serving in the Militia is voluntary and pays minimum wage. These citizen soldiers mostly resolve minor conflicts and help the military garrisons maintain order. The Militia’s HQ is located in reservation D-106 and the organization has been ruled by Zelerk for many years.



Mercenaries

Mercenaries are independent fighters that work on a contract basis and are often associated with the criminal world. The folks you’ll meet in-game come from a variety of backgrounds, mostly ghetters, but their ranks also include deserters from Urb and Junkyard residents.

The Pyramid is the most professional hired detachment in the Near Range. The organization is very selective of its candidates. Its soldiers are trained by former Ordinate officers and utilize high-quality equipment, so the Pyramid commands a hefty price for their services. Despite a formal ban on mercenary activities, the organization flourishes as Urb authorities often use its services in situations when having the official army involved would be undesirable.



The House of Bea Kera

A religious cult from reservation D-106. The House of Bea Kera (meaning "The Forgotten Path" in the "vague" dialect) rapidly became one of the largest groups in the sector, challenging the most influential criminal syndicate - the Sons of Morakh.

The religious doctrine of Bea Kera was created by a man named Opherod and is based on the postulate that somnia is a disease that has been sent upon the Nomah race as punishment for their sins. According to the concept of Bea Kera, Somnia is a powerful tool of transformation and a way to achieve unity with the Source.



The Sons of Morakh

The Sons of Morakh are one of the oldest criminal clans in the Junkyard with history dating back to the Exodus. Considering the fact that Prime-General Azar included far fewer people in the evacuation lists than the station could contain, Morakh led his unit to storm one of the entrances of Object 6. His men managed to break through the cordon, rescuing dozens of thousands of people in the process. Morakh soon realized his efforts were in vain - most illegal immigrants died from starvation or killed each other in vicious fights over resources. Those that survived suffered an appalling fate: their descendants became savages and deformants.

In the first few years after the Exodus Morakh proved himself to be a confident leader. He managed to rally the desperate citizen soldiers and organize a military community. The clan turned an abandoned warehouse into its headquarters near Urb, on the premises of the later-established reservation D-106.



Deformants

Deformants are a vast class of creatures inhabiting Object 6. They are essentially mutants that have descended from humans, namely the illegal immigrants who once settled in the remote sectors of the station. Most researchers agree that the mutations were caused by somnic morphogenesis, which had caused hereditary changes in their genetic code with each generation.

The attitude toward the deformants that find their way into the Near Range is quite predictable: the lifespan of various "twitchers", "scratchers", "non-humans", as they are commonly called, is very short. The Autonomy’s Code of Order promises to destroy these creatures by any available means.


Until next time!
INSOMNIA: The Ark - Vault_13

Hello everyone! The past few weeks have been very intense for everyone involved, and we are happy to finally bring you the next patch for INSOMNIA: The Ark. Previously, we’ve outlined our plans regarding the specific issues to be fixed. Let us quickly go over the most anticipated ones:
  • Things in your personal locker in Vulture’s Nest won’t disappear anymore (this surely brings a tear of happiness to us and anyone who experienced this nasty bug).

  • The Antique Shop loop is now fixed and you won’t be transferred to this location for no reason without an option to leave.

  • Riebel, a key quest giver, acts as expected now and should allow players to progress further into the game. Please keep in mind that the issue may still persist on some save files made before the first game patch dropped.

  • All of the cut-scenes for the game endings have undergone testing and should now work properly (having up to date video codecs installed on your machine won’t hurt though).

  • The majority of localization issues have been hunted down and fixed. You may still see the occasional item description in a different language as a few Unreal Engine-related issues prevent us from locking them down. We will address them in the coming patches, with the help and ongoing support from Epic Games.
Last but not least: the current build version will now be correctly displayed in the game’s main menu. No more guessing whether you have the latest version of INSOMNIA or not. As always, we are super grateful for your patience and support!

Trading cards, badges, profile backgrounds and emoji


While we were battling our way through bugs and fixes, Steam has finally approved a number of digital collectibles that were made for our community with the help of HeroCraft, including:
  • 14 trading cards (some of them are given out retrospectively based on the time you’ve invested into playing the game)
  • 6 badges (gotta collect all of the trading cards first!)
  • 6 profile backgrounds (a nice bonus for getting the badges)
  • 5 emoji (made by a somnia-sick madman in the depths of Object 6)
There are a few active topics in our Community Hub regarding the new trading cards, so join us for a discussion! Until next time

ATTENTION! If you are experiencing issues with starting the game from main menu after launching INSOMNIA, press Alt+Enter and reset the resolution of the screen in settings menu — this should solve the issue. We are working to address it!
INSOMNIA: The Ark - Vault_13

Hello everyone! We are happy to let you know that thanks to Valve’s support we were able to sort out the issue regarding the availability of the Deluxe Set DLC for players that purchased INSOMNIA: The Ark in the given promotional time period.

This means that you will always have access to the Deluxe Set items (art-book, OST, comic book) since it will be a part of a separate DLC in your Steam Library. Other than that, we are also expanding the contents of the Deluxe Set with avatars, posters and wallpapers. Enjoy!



Patch status update

The next patch has been held up by the nasty localization bug mentioned in our earlier posts, which led to different versions of the game (Russian and English) getting mixed up. We are currently in the final stages of fixing this issue, even though this is taking additional time and requires involvement of the Unreal Engine support team. In addition to that, a slew of technical issues targeted for future patches has been fixed as a result of more time being available.

We are really sorry this is taking longer than expected. Thank you for your patience!
INSOMNIA: The Ark - Vault_13

Hello everyone! This is a short update regarding the Deluxe Set giveaway which ended on October 15th. It resulted in the removal of the deluxe set content from the regular version of INSOMNIA (with the exception of an in-game armor set) and the launch of a separate Deluxe Set DLC.

However, due to the feedback we’ve received from our community, we are currently investigating ways to provide the Deluxe Set content via the Steam library to everyone who has purchased the game during the giveaway time frame. We have contacted Valve support for any advice and/or help regarding a possible way to do it.

This is more of a technical hurdle that is connected with specific Steam mechanisms, tools and features. We will keep you posted on our progress regarding this question. Thanks for your patience and understanding!
INSOMNIA: The Ark - Vault_13

Hello everyone! Today we will cover quite a few topics regarding the latest INSOMNIA-related activities including the current situation with bug fixes and the lucky winners of the video contest that was available with the game’s launch.

Patch #3 is getting merged with patch #4

As you may know, the release of our next patch has been delayed to make sure it won’t follow the same path as patch #2, which introduced a few issues like disappearing weapon icons. And due the continuous work on solving the issues faced by our players so far, we have decided to combine patch #3 with the release of patch #4, which should be launched next week.


We are thankful for all of the the feedback you’ve been constantly providing us via the Community Hub, the submission form, email, social media and other mediums. This feedback is collected, analyzed and transformed into specific tasks for our team to address. We are lucky to have such an active community as you guys, who care enough about INSOMNIA and put time and effort in discussing the issues and the best ways of solving them. We couldn’t ask for more!

Announcing video contest winners

One other thing before we go. At the end of September we have launched with an opportunity for one of the participants to win a substantial sum (provided by our publisher) towards their wishlist. Long story short: we have our winner, along with two runner-ups that we felt deserved a prize!
  1. Congratulations to Xanthippus who gets $1000 for all his Steam wishlist needs for his witty INSOMNIA: The Ark review:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1532016694
  2. Second place, along with a suitable prize (HeroCraft Bundle), is given to thanoss for his unstoppable will to ‘own’ the game, DarkSouls style:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1527195918
  3. And last but not least is hwjkj, who’s mad video editing skills have won our hearts and for that he gets to pick any 2 games from HeroCraft’s roster of Steam titles that he will receive for free.
    https://steamcommunity.com/sharedfiles/filedetails/?id=1540993038
Dear winners - to claim your prizes, please add our team representative to your friends list. We also salute the other participants who did a great job in showcasing and reviewing the game: XardasMage, terrabill82, bretsinclair, LexFright and DovaPlaykin. This was a fun ride and we will return with more come contests after the majority of INSOMNIA’s issues are ironed out.

Until next time!
INSOMNIA: The Ark - Vault_13

Hello everyone! We are currently testing the next batch of fixes that are planned to be released by the end of next week. From now on, testing of each patch will be extended by a couple of days to ensure better quality builds are released.

Patch #3 aims to address major issues like a player’s personal locker in the Vulture’s Nest rebooting and causing items to disappear, the Antique Shop loop and many other bugs including:

Quest fixes
  • Crass (key character) can be killed during the "Provocation" quest.
  • The "Final Station" quest doesn’t activate.
  • The mission "Child’s Play" is not added to the journal after talking with a quest giver.
  • "The Masquerade Massacre" quest doesn’t progress
  • A quest item doesn’t disappear after completing "Hot Blooded" quest.
  • Game crashes during the mission "A Simple Job".
  • The Antiquarian doesn’t let the player go to the Seaside after getting all of the necessary items.
  • Gosp gets stuck in doors and can’t kill Zerden.


NPCs
  • Can’t talk to Captain Riebel in the “Bypass” location after Ditt and the player fix the generator.
  • Ridosh attacks everyone in the Square of Glory.
  • Gosp talking to the player while not being around anymore (House of Zerden).
  • Game crashes while talking to The Dowel.
  • Tanaber dialogue error.
  • Dialogue with Genaro starts unexpectedly after transferring to the Salt Wasteland location.
  • Valk causes somnic damage in the Crematorium.


Locations
  • Random encounter from "A Simple Job" mission occurs after exiting all the other locations on the global map.
  • No way to exit a few random encounter locations (Hobo With Shotgun etc.).
  • Combat is not available when entering the Technical Unit random encounter for the second time.
  • Player character gets stuck in the sectors of certain locations.
  • Player character falls under the game level while using the elevator in "Customs Authority".
  • Player character falls under the game level at the “House of Zerden”.
  • Player character gets stuck in the opening doors at “Reservation D-106”.
  • No way to enter an anomaly zone in “Reservation D-106”.
  • The light effects don’t work properly in the final location.
  • No way to exit the tube tunnel in the “Antique Shop”.


Misc
  • Game freezes connected with memory leaks and level generation.
  • Horizon Crykk item used without animation.
  • Inability to get all of the achievements.
  • Somnic dogs occasionally turn invisible after loading a game level.
  • Sounds tied to certain objects don’t change in volume depending on distance to said object.
  • Absent maps for some locations (Checkpoint B-10/2, Military base, Adaptation Block, Vulture’s Nest, Bypass, Urb Perimeter and Technical Tunnels).
  • The message regarding the forced stop for an inspection disappears during "A Simple Job" quest if the player does nothing.


Just like with the previous patch, the list is not final and is subject to change and expand further. Stay tuned for more details coming next week.

The Deluxe Set gets updated!

This Friday, we will be adding the last piece from the currently announced list of items in the Deluxe Set - the comic book:


Delve into the story of Thyper - the infamous mercenary also known as the Bane of Mills, whom you might remember from the Prologue chapter of INSOMNIA: The Ark. This issue of the comic contains 20+ pages packed with action and backstory that introduce readers to some of the key characters that appear in the actual game. Who are they? What is the motivation behind their actions? There’s only one way to find out…



Other than that, we will also be updating the game’s OST archive with a .flac version for those of you that prefer lossless music formats.

Important notice regarding the Deluxe Set

Since we are delaying the release of the comic book by 1 day, the Deluxe Set giveaway will continue until Monday (October 15th) and not tomorrow (October 11th), as originally planned. This should give players ample time to make sure they’ve got the deluxe content (art book, OST, comic book) copied from
C:\Program Files (x86)\Steam\steamapps\common\Insomnia The Ark\Insomnia_v2\Content
to another location on their hard disk before these items are gone from their original folder.


Please keep in mind - to keep access to the in-game bonus armor set (Dalok's Jacket, Leggings & Pack, Eyon Helmet and Hansen Electric Saw) you need to take the equipment out of the locker where it was originally placed and move the items to any other safe storage place inside the game or equip it on your character.

Community Hub changes

Vault_13, our community manager, is in the middle of splitting English and Russian threads into two dedicated subforums to make it more comfortable and easy for everyone to chat and discuss the game in a language they are more comfortable with. We will soon be adding a FAQ section for both subforums to help everyone find the most common issues and ways of solving them.


If you have any other ideas on how we can improve the quality of player-to-dev and player-to-player communication in the Community Hub, feel free to let us know in the comments below!

ATTENTION! All in-game bonus equipment will stay intact for everyone (now, after 15th of October and in the future). It doesn't matter of you have them already or plan to start a new game - they will be available at the same spot. Currently we are talking to Valve support to resolve this situation in a way that will satisfy everyone. Thank you for your patience and understanding!
INSOMNIA: The Ark - Vault_13

Hello everyone! It’s been a week since INSOMNIA’s release, and boy was that a ride: the amount of discussions in the Community Hub has jumped from 130 to 540+, the first wave of guides was published by our most active members, as well as some overdue wiki updates. And of course, we’ve released patch #1 as a first step to make INSOMNIA: The Ark a better game. It’s time to make another step in that direction.

So what about patch #2?

Earlier this week, we’ve published a list of fixes included in this patch. More issues have been addressed since:
  • Fixed invisible walls around the stairs for the quest "What is the price of freedom".
  • Fixed a quest item disappearing after completing the quest "Ancient One".
  • Fixed the capsule not opening in the location "Morach Base".
  • Fixed door collisions so that the player character doesn’t get stuck in the location “Reservation D-106”.
  • Fixed the quest log for the mission "Closet showing" not updating correctly.
  • Fixed a dialogue branch at the location "Vulture’s Nest" to resolve a conflict with another dialogue in the location “Zone B-27”.
  • Improved companion A.I. to better follow the player character upon entering a new location.
  • Improvements to the “Bypass” location:
    1. eliminated the possibility of the player character getting stuck in certain spots
    2. added the ability to use the elevator
    3. added more cover options
Please keep in mind that the actual amount of fixes is bigger (UI, collisions, etc.) and mainly concern bugs submitted by the publisher’s QA team.


We have already started working on patch #3 and will continue gathering your feedback via the submission form, Community Hub discussions and social media, so please keep going! We highly appreciate the time and effort you’ve put in helping us improve the game.

Thank you!
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