Encased: A Sci-Fi Post-Apocalyptic RPG

I’m in a crowd of gamblers, all craning our necks at flickering security monitors to watch a group of rats scurry through narrow tubes. I had to slip a guard 100 Combonds just to watch the race: She looked the other way while I shimmied down an elevator shaft into a cavernous reactor room, my radiation meter ticking up every second. I’ll have to visit the lab later, but it was worth it. Cherry—a rat I’d heard her owner boast about just before I placed my bet—pips the leader at the post, and I net a tidy profit. 

Later, I help an engineer catch a rat that’s nested beneath the floors of a transport bay filled with rusty cars. I consider giving it a new life as a sprinter in the irradiated depths, but it seems cruel. Instead, I stash it in my inventory, and now I’m carrying a rat in a cage around with me as I blast mutated bugs with a shotgun, crack once-genius scientists over the head with an electric baton, and try to figure out why the whole world has gone to hell.

Together Preston and I, as I’ve named him, have completed Encased’s first act. We’re happy to report that despite being nine months from release out of Early Access, Encased already feels like a deep, complex post-apocalyptic RPG full of mini storylines that will easily steal 40 hours of my life. The turn-based combat is entirely average, but I like how vividly Encased creates its world and the social structure within it, before wrapping everything in a shroud of mystery. It starts by explaining its rigid, rules-driven society and ends with me floating through an imaginary world of smoke as the shapes of characters drift around me.

The setting goes something like this. Humans have discovered a giant indestructible dome in the desert, believed to contain invaluable artifacts from an ancient civilization called the Forefathers. The world’s great and good flock to it, drawn by grand visions of what they might find inside—but once you go in, you can’t come back out.

Upon arriving at Magellan, the first stop for dome newbies, it’s immediately clear just how fractured society is. Everyone is classified into one of five jobs: Orange Wing for prisoners shipped in as unskilled labour, Blue Wing for engineers, Black Wing for soldiers, White Wing for scientists, and Silver Wing for financiers. You can feel the weight of the hierarchy, and your registration is a complex administrative process that takes you to every floor of the station.

The role you pick drastically changes your playthrough: as a scientist, I arrived with the aim of researching the Forefathers and advancing humankind. I could’ve equally been an Orange Wing-er in handcuffs, tasked only with my survival. My White Wing status means I can freely roam the laboratory level, and other scientists instantly like me more. But many dialogue options are greyed out, either because they’re only open to other factions or because my tech, criminal or leadership skills aren’t high enough.

That dialogue system provides lots of ways to solve a given problem. When a Black Wing soldier staggers back to Magellan dragging an injured comrade, I can pass a Survival check to help him hang on until doctors arrive, a First Aid check for a more invasive approach, a Dismantling check to carefully prize his armor off, or inject him with a med kit, provided I’ve got one in my inventory.

That freedom extends to whole questlines. I’m offered an apartment on a lower floor of Magellan, provided I can find a stolen watch. I can intimidate a local know-it-all to cough up the culprit, or take a gentler approach and steal some chemicals from the lab for him in exchange for the information. Alternatively, I can find the thief’s dropped ID card and confront them, or turn them into the floor’s security guard. I can even just head upstairs to security HQ and ask the station’s CCTV operator to examine old footage.

Your route is never prescribed and there’s no quest markers, so you actually have to think about what to do next. After your orientation, you’re asked to investigate a missing team at the C12-Nashville facility, and you’re told to speak to a specific person in Magellan’s labs for some extra med kits before you head out. In most games, you’d know exactly where that person was: here, you have to hunt them without the aid of a floating arrow. It immediately made me feel more a part of the world. 

The combat is simple and based on percentage chances to hit, which leads to fights where both sides waft aimlessly at each other with baseball bats. But planning for combat is fun: Every consumable, from pot noodles to steroid pills, grants you a different stat boost. My Deftness is too low for my favorite baton weapon, but coffee boosts it, so I spend every spare moment in canteens and kitchens, hunting caffeine.

I’d like to see more ways to get past enemies without resorting to weapons. You can stealth past turrets using ventilation shafts, but most of my last two hours of Encased’s first act (two more are coming by the end of Early Access) were spent shooting enemies with shotguns or mashing them with my trusty baton, gulping down coffee and munching noodles between battles. The combat isn’t satisfying enough to sustain that, and I would’ve loved to talk myself through these situations, or at least program some security turrets to do the hard work for me. 

Encased could also do with a key for highlighting objects you can interact with so you don’t miss anything (that ID card was tricky to spot). The dialogue has a fair few typos alongside some awkward turns of phrases, too. But on the whole, Encased is remarkably polished at this point: the quests I played all worked, and worked intuitively. The ending, without spoiling anything, was vague enough to leave me with plenty of questions, but concrete enough that I could start forming theories about the strange goings-on around C12-Nashville. I'm looking forward to finding out if I'm right as Encased finishes development.

Encased: A Sci-Fi Post-Apocalyptic RPG - Stormtrooper


One whole year has passed since our Kickstarter campaign – it is both too much and too little. To us, it still feels like just a couple of months ago. But looking back at these past 12 months, we can’t stop thinking about what Encased looked like when the Kickstarter launched, where we’re at now and, of course, where the game will be in a few short months. What we’ve come to realize is that this year was damn long, and a lot was accomplished.

In today’s update we will show you some old screenshots, boast about new ones, and tell you how Encased has grown and will continue to grow in the near future.

First Demo

The first months of game development involved a *lot* of writing.

We created dozens of documents totaling hundreds of pages, addressing every aspect of civilization under the Dome. Before the first explorer ever traversed the dead barrens, we already knew how many inhabitants the Dome had, what they eat, what kinds of cars they drove, and what kind of community (or rather, communities) was being built upon the ruins of this ancient technological artifact of the distant desert.



The very first version of the game produced in the spring of 2018 was a tech demo, where a human avatar with asset pack animations ran around on grey sand. Sometimes grey sand was replaced with grey caves or grey stones. Other times, as a big exception, the game showed landscapes inspired by Tarkovsky films. However this joy was short-lived, and the faulty camera would inevitably bump up against another relic cobbled together from primitive polygons. At the time, our modelers were struggling with huge and complex tasks, like creating a system for composite characters, and the game was populated by a few crude models created by our main scripter.

Kickstarter Demo

By September 2018, Encased already had a completely different look. It was the summer we were planning for our Kickstarter launch, and we were working around the clock to prepare the game for public display. The demo was still rather empty but was already playable, and the scenery was vastly improved. Our Kickstarter audience got to see the very first version of Magellan Station... Looking back, we’re surprised at how small it seems – all of last year’s Magellan would fit within the storage level today.



Sometimes it seems as if that Kickstarter demo station was scattered around the game world by a powerful explosion. It may appear to have disappeared without a trace, but even now you can find bits of content in Magellan from that first demo: the arrogant Dean Rayhet, the sleeping soldier Keith Boseman with his pretentious attitude, and the love letters between two scientists... It all started in the September 2018 demo.

The Early 2019 Game

But some things from those days remain unchanged. The station was conceived as the starting point of the prologue and remained so ever since.



The prologue itself has been redone many times; half of the original content consisted of text-based vignettes. In the first version (which was never completely finished, and wasn’t included in the game), events unfolded at the Nashville facility from the very beginning.

The fate of the characters accompanying the protagonist was also completely different: you can still meet the engineer Duncan and scientist Sebastian at Magellan, but Sarah from Silver Wing and the Orange Fritz turned into additional portraits for the player. What happened to Bao, a recruit from Black Wing, we ourselves do not know. Perhaps he is still wandering somewhere under the Dome...

Early Access Version

The spring and summer of 2019 remain in our memory as a wild, never ending race. The creative search and seemingly endless series of alterations completed, it was time to polish the old content and actively produce the new.

The studio ceased to joke about the combat system. It was finally online and worked as intended, along with the global map and random events. Like the gas station run by the one-legged old man or the Nashville facility, overrun with psychopaths.

The Early Access release was postponed twice and finally, on September 26, our players received the first EA version of Encased, which included a story prologue and a global map with random events and a variety of hassles. Now everyone who’s gone through Nashville’s hell has had the opportunity to feed lead to giant cockroaches, and encountered the mutated rodents, MOBIOS (better known to the community as “crabs”), aggressive robokids and bandits populating the barrens.



Despite these delays to the release, we had still not defeated all the bugs, so immediately set to work on hotfixes and balance improvements. By the way, another fix is ​​coming out very soon.

Later in 2019

We really want to show you how Encased will evolve over the next couple of months.

We heeded your comments and put a lot of effort into making the game as exciting as possible. We started reworking the prologue once again, removing the text-heavy opening vignette. The passenger capsule and landing pad have instead been turned into full-fledged locations. Game events start there, and the player travels to Nashville immediately afterwards. This will make the prologue more dynamic and less protracted. Don’t worry about Magellan Station though! That location is too well liked by our players to send off into oblivion. We decided to move the station to a later stage of the game, and expand it for deeper exploration without tedious minor tasks like saving humanity.

Jokes aside, Magellan will play a significant role in the storyline, and the station itself will be significantly altered. If you wanted to know how CRONUS has changed since the old world collapsed, Magellan Station, now under control of the New Committee, will provide the answers.

‘Story-driven content’ are the key words to describe the upcoming, large scale update. The open world will be accessible much faster, and feature more random encounters. We’re working to make these more than minor local events. They should act as pieces of a puzzle comprising the atmosphere and setting. It is as important for us to show how the world changed after the Incident as it is to talk about the various factions vying for territory under the apocalyptic Dome.

We’re also working on the party members management system, so companions will definitely appear in the update. The main character’s partners don’t just act as cannon fodder and fire support. Each one has a story and complex personality, and the player will have to spend time and effort to gain the trust of their companions. Companion quest lines will be supplemented throughout the entire Early Access period, and the selection of available companions will be expanded.

The crime system will also be improved – people will become more responsive to theft and hacking attempts.

We’re working on ability trees. The Heavy and High-Tech Weapons branches will be expanded and revised, and Psi Abilities will finally become functional.

We’re making changes to controversial mechanics, such as hunger and thirst. The overall usability of the game and all interfaces will be improved, as well as experience progression, medication effects, and munitions.

Weapons will receive a modular modifications system. We started working on this a long time ago but did not have time to implement it for Early Access. Spare parts and upgrades will be available to replace standard components, increasing weapon stats. Weapons and armor will wear out and break down; maintaining them will require repair kits. You’ll also be able to destroy an enemy’s armor by means of new anomaly types, as well as with mines and traps.

The perks system will be significantly expanded. At the moment, only a few perks are available for reading books, but in Patch 1 your protagonist will be able to adjust his progression by picking a perk every several levels. In addition, reputation perks will be obtainable through quarreling, or becoming best friends, with a whole faction or companion. There will also be passive perks for mastering specific types of weapons, wearing armor, evading enemy attacks, killing various opponents – humanoids, mutants, robots and other foes.

We won’t say what will happen next, but one thing is for sure: the story of Encased has just begun. There’s a long road ahead, and we’re thrilled to be walking it with you.


Steam page and Steam community are the most important for us - we are going to follow up those closely for your feedback on the game.

https://store.steampowered.com/app/921800/

Please Wishlist and click Follow to stay updated!

The game is still in the development so if you want to stay in touch on other channels than Steam you can follow us on social media and visit other cool resources with game updates information new artworks and lore pieces.

Encased: A Sci-Fi Post-Apocalyptic RPG

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ːchecklistː Instagram (art and stories)

Dark Crystal Games

ːRideCheckː Dark Crystal Games dev page on Steam
ːRideCheckː Press Center (presskit and publications)
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Black Tower Publishing
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Oct 4, 2019
Encased: A Sci-Fi Post-Apocalyptic RPG - CRONUS EMPLOYEE


Patch notes for version 0.14.1004.1801

All this week we’ve been working hard on bug fixing, correcting typos, and other annoying little things that spoil player immersion in Encased. The main changes in this patch concern the interface and general player experience of the game. We’ve also addressed annoying critical errors like freezes and memory leaks.

We read every review carefully, and therefore have also made several balance improvements regarding the cost and characteristics of some items. Gameplay balancing is complicated, and work in this area will continue in upcoming patches.

Next week we’ll talk about the upcoming content patch. For now, here’s our complete list of fixes.

  • Interface: using the Alt key, you can now click on a grid cell obscured by the character or an object;
  • Interface: improved looting when several corpses are lying on top of each other;
  • Interface: the “Equalise” button has been added to the Barter tab;
  • Interface: when the player attempts to confirm a disadvantageous deal, the barter tab warns them;
  • Interface: fixed weight display in items stack tooltip;
  • Interface: workbenches are marked on the local map now;
  • Interface: added camera rotation speed adjustment;
  • Interface: fixed status effects counter on the character’s badge;
  • Interface: fixed fractional numbers in equipment and stats tooltips;
  • Interface: fixed “create some” and “create maximum” buttons text;
  • Balance: changed servoshell parameters;
  • Balance: changed the Nashville parking lot shotgun parameters;
  • Balance: fixed the Nashville parking lot secrets discovery rewards;
  • Balance: fixed work gloves cost and parameters;
  • AI: fixed the behavior of AI after reloading several times;
  • Fixed memory leak when changing locations;
  • Fixed freezing when exiting locations during random combat encounters;
  • Fixed game freezing on some configurations;
  • Fixed freezing when putting on servoshell;
  • Fixed servoshell duplication bug;
  • Fixed “Heartfelt talk” random encounter;
  • Fixed a bug where the player did not receive experience for discovering certain locations;
  • Steam: achievement alerts have been fixed.
  • Descriptions added to three types of batteries;
  • Nashville office floor: portrait of Louise Dekker-Schulz improved;
  • Nashville office floor: fixed location black screen;
  • Storage level: fixed car trunk access;
  • Expanded the selection of portraits available to the player;
  • Status effects: mercury consumption status effect changed;
  • Gas Station: Aaron Malville now has a shotgun;
  • Gas Station: basement passability fixed;
  • The Point: fixed Right to the Punishment Cell quest errors;
  • Nashville Sewers: faulty passage fixed.

All this work would not have been possible without your participation – most of these errors were discovered and reported by you. Thanks for helping us improve Encased for everyone!



Steam page and Steam community are the most important for us - we are going to follow up those closely for your feedback on the game.

https://store.steampowered.com/app/921800/

Please Wishlist and click Follow to stay updated!

The game is still in the development so if you want to stay in touch on other channels than Steam you can follow us on social media and visit other cool resources with game updates information new artworks and lore pieces.

Encased: A Sci-Fi Post-Apocalyptic RPG

:lwCheckPoint: Character Generator - create a character that may appear in the game as NPC and get the cool story item.
:chat: Official Discord Server
:checklist: Newsletter
:checklist: Twitter (game updates)
:checklist: Facebook (game updates)
:checklist: Youtube (trailers, livestreams and dev diaries)
:checklist: VK (game updates in russian)
:checklist: Instagram (art and stories)

Dark Crystal Games

:RideCheck: Dark Crystal Games dev page on Steam
:RideCheck: Press Center (presskit and publications)
:RideCheck: Dark Crystal Games (news and jobs)
:RideCheck: Artstation (art production and stories)

Black Tower Publishing
:tower: Black Tower Publishing on Steam
:tower: Black Tower's Blog
:tower: Submit your game for publishing

Oct 3, 2019
Encased: A Sci-Fi Post-Apocalyptic RPG - Stormtrooper


Almost two years ago we started the development of Encased, our dream game. Almost immediately, one of the best, in our opinion, community of RPG fans began to gather around the project.

We've been through a lot together: the most difficult days at the start, the Kickstarter campaign, long months of development, and now early access. At every stage, you gave us incredible support, showing how much people need our game.

We are grateful for your incredible feedback, comments, ideas, suggestions, useful critiques, and extraordinary look at the story and the world of our game. You inspire us to achieve new heights. We are sure that this is only the beginning of a long journey and glad that you are with us from the very beginning.
Encased: A Sci-Fi Post-Apocalyptic RPG - contact@rockpapershotgun.com (John Walker)

I have a healthy hesitation when it comes to Early Access RPGs. It almost never seems like the right method to deliver the genre. And then along comes Fallout tribute, Encased, and I m pretty well converted. While this first playable release of the game certainly has bugs and issues, it offers a hefty chunk of a completely absorbing and intriguing RPG world, that is quite astonishingly deep. And while future updates promise to maintain your progress, I ve finished the ten or so hours of game on offer here with a desire to start it over anyway, to see how else it could all play out.

(more…)

Encased: A Sci-Fi Post-Apocalyptic RPG - Stormtrooper


Employees, today we have another great news.

Today Encased got its own Steam cards. Now each of you will be able to decorate your profile with the game artwork and show off your new emoticons while chatting with friends. We hope that this news will please you and help pass the time while waiting for big content updates, which we will tell you about a bit later.

Steam page and Steam community are the most important for us - we are going to follow up those closely for your feedback on the game.

https://store.steampowered.com/app/921800/

Please Wishlist and click Follow to stay updated!

The game is still in the development so if you want to stay in touch on other channels than Steam you can follow us on social media and visit other cool resources with game updates information new artworks and lore pieces.

Encased: A Sci-Fi Post-Apocalyptic RPG

ːlwCheckPointː Character Generator - create a character that may appear in the game as NPC and get the cool story item.
ːchatː Official Discord Server
ːchecklistː Newsletter
ːchecklistː Twitter (game updates)
ːchecklistː Facebook (game updates)
ːchecklistː Youtube (trailers, livestreams and dev diaries)
ːchecklistː VK (game updates in russian)
ːchecklistː Instagram (art and stories)

Dark Crystal Games

ːRideCheckː Dark Crystal Games dev page on Steam
ːRideCheckː Press Center (presskit and publications)
ːRideCheckː Dark Crystal Games (news and jobs)
ːRideCheckː Artstation (art production and stories)

Black Tower Publishing
:tower: Black Tower Publishing on Steam
:tower: Black Tower's Blog
:tower: Submit your game for publishing
Oct 1, 2019
Encased: A Sci-Fi Post-Apocalyptic RPG - Stormtrooper


Patch note for version 0.14.1001.2057.

Hello, and welcome everyone to our next set of patch notes! This will likely become our “regular column” for the next couple of months. An Early Access launch is certainly no time relax, and in addition to eliminating bugs and finalizing localization, we’re also adding some additional content that should breathe life into the trackless desert.

Thank you to all the concerned users who regularly send us bug reports about anything that spoils your immersion or gameplay, or interferes with playthrough. And yes, hello too to our torrenting friends. We’re grateful for your input, but please make sure you’re running (pirating) the most recent version. Or another option is to purchase the official game and get the latest updates automatically. :)

Fixed bugs and balance adjustments:

  • Fixed the corpse blocking the passage;
  • Fixed a bug stopping the game launching in some Windows locales (in particular, the Turkish version);
  • Hunger and thirst: the rate of fatigue, thirst and hunger has been reduced;
  • Hunger and thirst: changed the parameters of food and drinks;
  • Fixed access to several groups of objects in the elevator service room and warehouse levels in Magellan;
  • Lab level: fixed pathfinding around the doctor’s office and in the ecozone;
  • Lab level: fixed newspaper header text in portable device;
  • Lab level: injured Holiday is lying on a hospital couch now;
  • Lab level: added NPC markers to the minimap;
  • Lab level: fixed radiation exposure mechanics;
  • Residential area: fixed Keith Boseman gestures;
  • Residential area: fixed a robokid repair bug when using the repair kit;
  • Residential area: fixed the Jana Zilberman dialogue logic, now you don’t need to buy anything in order to get your cut for the quest;
  • Residential area: fixed Ben Koch dialogue;
  • Administration: fixed Cheerful Jack mini-game bugs;
  • Garrison: fixed object access problems;
  • Storage: fixed reaction to attacking John Keppler;
  • Gas station: fixed status effect removal if the player decided to drink with Melville;
  • Nashville parking lot: fixed ladder functionality;
  • Barrens: fixed level exit;
  • Anomalous bog: fixed crates access;
  • Fixed triggering of the “Cain” achievement on the GOG version;
  • Fixed scanner VFX bugs;
  • Crafting: lockpicks can now be fashioned from scissors;
  • Fixed numerous localization errors;
  • Fixed “Wrestling Stance” effect;
  • Fixed ammo type display in the weapon tooltip;
  • Changed the experience reward for picking locks using the abilities “Lockpicking” and “Force”;
  • Ammo drop amounts increased;
  • Fixed bug with updating inventory weight while crafting;
  • Fixed the behavior of crafting without the workbench window;
  • Fixed behavior of the crafting items list when scrolling;
  • Fixed raw eggs weight;
  • Gas station basement: fixed crate access;
  • Nashville: fixed turrets faction (they attack the infected now);
  • Fixed getting a reputation in Black Wing if you help Ida Grace eliminate the Oranges;
  • Coffee and soda reduce fatigue;
  • Fixed triggering of the “Mary and Pierre” achievement;
  • A quest to fix a robokid is now displayed in the journal;
  • Added an option switch to lock the cursor inside the window when playing with a second monitor;
  • Fixed the translation of part of the prison vignette;
  • Fixed the start of combat when the player breaks the door to solitary confinement;
  • Fixed radiation removal when using the toilet;
  • Fixed the behavior of Codex and Reputation tab hotkeys;
  • Fixed displaying large experience values on the Character tab;
  • Fixed triggering of the “Law and order” achievement;
  • Fixed the dead birds random encounter functionality;
  • Fixed game crash when using ventilation system on the “Kaleidoscope" level;
  • Fixed the description and properties of the complex artifact in Nashville;
  • Fixed the old man random encounter functionality;
  • Fixed a bug that led to a variety of problems after loading a saved game;
  • The number of auto and quick saves increased to twenty per each

If you want to help Encased become more stable and better overall, send your bug reports through the in-game bug reporting system.




Steam page and Steam community are the most important for us - we are going to follow up those closely for your feedback on the game.

https://store.steampowered.com/app/921800/

Please Wishlist and click Follow to stay updated!

The game is still in the development so if you want to stay in touch on other channels than Steam you can follow us on social media and visit other cool resources with game updates information new artworks and lore pieces.

Encased: A Sci-Fi Post-Apocalyptic RPG

ːlwCheckPointː Character Generator - create a character that may appear in the game as NPC and get the cool story item.
ːchatː Official Discord Server
ːchecklistː Newsletter
ːchecklistː Twitter (game updates)
ːchecklistː Facebook (game updates)
ːchecklistː Youtube (trailers, livestreams and dev diaries)
ːchecklistː VK (game updates in russian)
ːchecklistː Instagram (art and stories)

Dark Crystal Games

ːRideCheckː Dark Crystal Games dev page on Steam
ːRideCheckː Press Center (presskit and publications)
ːRideCheckː Dark Crystal Games (news and jobs)
ːRideCheckː Artstation (art production and stories)

Black Tower Publishing
:tower: Black Tower Publishing on Steam
:tower: Black Tower's Blog
:tower: Submit your game for publishing

Encased: A Sci-Fi Post-Apocalyptic RPG - contact@rockpapershotgun.com (Sin Vega)

The shadow of Fallout and Fallouter still looms over RPGs despite a decade of Bethesda’s mega-blockbuster 3D sequels. Similarly, Stalker continues to inspire a remake or mod or attempted successor every other month, and it’s at the conference of these two phenomena that you’ll find Encased: A Sci-Fi Post-Apocalyptic RPG, which entered early access last week.

I’ve played it for much longer than I was supposed to.

(more…)

Encased: A Sci-Fi Post-Apocalyptic RPG - Stormtrooper


Today is the fifth day of a Dome open for exploration. We read your reviews, watch your videos, enjoy your praise and listen closely to your criticism and suggestions.

While part of the team works on a story update adding more random encounters and locations, the rest of the staff at Dark Crystal Games are busy with an equally important (but much more urgent) task: the extermination of bugs and improvement of game mechanics (hunger and thirst systems, for example), which many of our players found questionable.

Let’s talk a little more about bugs. In the few days since the release, we’ve received a lot of bug reports through the in-game system. We remind you that the report button looks like a white envelope icon under the character's icon in the top left. If you encounter a technical problem, a "broken" quest or game mechanics that don’t work correctly, an error, a typo, anything that affects the quality of the game, please let us know!

Within a week, we will release a patch addressing most of the critical bugs spoiling gameplay and stopping game progression. After that, we’ll release a major update adding some cool new things, random encounters and new characters to Encased. The exact contents of this patch must remain secret for the time being, but not for long! Keep an eye on our Steam page and social media groups, because that's where all the latest news and announcements appear.

See you in the wastelands of the Dome, recruits!
Sep 27, 2019
Encased: A Sci-Fi Post-Apocalyptic RPG - CRONUS EMPLOYEE



We had a big day yesterday. We played Encased with you, watched streamers die in Magellan's elevator and, of course, read your reviews. Thank you for all your warm words, support and many many questions. We’re still working through your emails. Some of them are bug reports, reporting game errors.

Having closely reviewed these messages, we prepared the first quick patch that should fix the most critical and unpleasant bugs. Here’s a short list of corrections:


  • Fixed Training day completion on GOG version,
  • Fixed Cain achievement,
  • Smoothed player’s character movement,
  • Weapons close range precision tweaked (most of firearms),
  • Fixed a logical error in the dialogue with Jana Zilberman,
  • Fixed the title of the article on the tablet (-4 floor, laboratory),
  • Fixed discovered errors and spelling mistakes,
  • Training ground: Fixed access to the ammo box,
  • Residential floor: Fixed access to the locker,
  • The dialogue with Ben Koch no longer shuts down, and he takes lunch from the player correctly,
  • Problems with interactivity and access to certain areas have been resolved,
  • Gas Station: the turret has been moved closer to the cafe entrance, and the truck has been moved to the cafe entrance. Player can now see Clara Morgan,
  • Warehouse floor: a turret, flower pot and broken box have been moved to the correct height,
  • Lab floor: Fixed access to the terminal,
  • Derek Exler: correct sound is set,
  • Item crafting: A shell is now required to create 5mm ammo,
  • Thirst quenching: Beer quenches 35 units (formerly 30),
  • Thirst quenching: Coffee quenches 35 units (formerly 20),
  • Thirst quenching: Packaged water quenches 75 units. (formerly 50),
  • Thirst quenching: Shhhow soda! Quenches 60 units. (formerly 45),
  • Thirst quenching: Canned beans quench 35 units. (formerly 15),
  • Thirst quenching: Canned meat quenches 15 units. (previously 5),
  • Thirst quenching: Noodles Noola quenches 20 units. (previously 10),
  • Thirst quenching: Heated canned beans quench 25 units. (formerly 10),
  • Thirst quenching: Heated canned meat quenches 15 units. (previously 5),
  • Hunger satiates: A boiled cockroach egg satiates 25 units. (formerly 15),
  • Hunger satiates: Boiled egg satiates 45 units. (formerly 35),
  • Hunger satiates: Canned beans satiates 75 units. (formerly 55),
  • Hunger satiates: Canned meat satiates 90 units. (formerly 70),
  • Hunger satiates: Fried rat satiates 65 units. (formerly 35),
  • Hunger satiates: "Balance" lunch satiates 100 units. (previously 85),
  • Hunger satiates: "Champion" lunch satiates 80 units. (formerly 50),
  • Hunger satiates: The "Good Nutrition" lunch satiates 90 units. (formerly 70),
  • Hunger satiates: Noodles Noola satiates 45 units. (formerly 25),
  • Hunger satiates: The onion satiates 25 units. (previously 10),
  • Hunger satiates: Potatoes satiates 25 units. (previously 10),
  • Hunger satiates: Rotten pork satiates 200 units. (formerly 150),
  • Hunger satiates: Fried cockroach foot satiates 75 units. (formerly 50),
  • Hunger satiates: Fried rat tail satiates 10 units. (formerly 5),
  • Hunger satiates: Warm canned beans satiates 90 units. (formerly 70),
  • Hunger satiates: Heated canned meat satiates 105 units. (previously 80),
  • A bag of water, an onion, a cockroach eye and an egg can now be consumed,
  • The price for potatoes is reduced from 18 cb. to 3 cb.
  • The price for onions is reduced from 3 cb. to 2 cb.
  • Egg attributes were changed: hunger -35, health points +1, price reduced to 4 cb.
  • Nashville cave: the problem with the availability of objects was fixed,
  • Glue, gun grease and mercury can now be consumed,
  • Nashville offices: Fixed incorrect initialization of combat,
  • Frost status effect is no longer stacking,
  • Updates in the "My History" quest are now shown correctly,
  • Lab floor: Fixed positions of some triggers and visual effects,
  • In the quest "Hit the key and all is gone" perception requirement is lowered,
  • Wasteland: Fixed incorrect player appearance in the location,
  • Accommodations floor: contents of the locker in the ventilation are fixed,
  • Administrative floor: Fixed clipping, now the player cannot pass through the toilet wall,
  • Fixed the interface problem in the bug reporting system,
  • Text is now displayed correctly in the interface,
  • Fixed incorrect display of the font on the clock in the interface,
  • The message "Happy find" is no longer displayed if nothing is found,
  • On the character creation screen, added a window to confirm skill selection,
  • Expanded active zone when selecting a favorite skill,
  • Fixed a bug where the tooltip on the weapon did not turn off after closing the container, using barter, or "Pocket Theft" skill via hotkey,
  • Fixed a bug that occurred when opening a container while pressing F,,
  • Fixed a bug with opening the location window when moving to the selected location on the global map.


P.S. Yes, we heard your feedback and now your hero can eat glue!

If you want to help us improve Encased and make the game more stable, send your bug reports through the in-game bug reporting system.


Steam page and Steam community are the most important for us - we are going to follow up those closely for your feedback on the game.

https://store.steampowered.com/app/921800/

Please Wishlist and click Follow to stay updated!

The game is still in the development so if you want to stay in touch on other channels than Steam you can follow us on social media and visit other cool resources with game updates information new artworks and lore pieces.

Encased: A Sci-Fi Post-Apocalyptic RPG

ːlwCheckPointː Character Generator - create a character that may appear in the game as NPC and get the cool story item.
ːchatː Official Discord Server
ːchecklistː Newsletter
ːchecklistː Twitter (game updates)
ːchecklistː Facebook (game updates)
ːchecklistː Youtube (trailers, livestreams and dev diaries)
ːchecklistː VK (game updates in russian)
ːchecklistː Instagram (art and stories)

Dark Crystal Games

ːRideCheckː Dark Crystal Games dev page on Steam
ːRideCheckː Press Center (presskit and publications)
ːRideCheckː Dark Crystal Games (news and jobs)
ːRideCheckː Artstation (art production and stories)

Black Tower Publishing
:tower: Black Tower Publishing on Steam
:tower: Black Tower's Blog
:tower: Submit your game for publishing

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