All this time since the release of the game, we have been monitoring the activity of Vicewave players and reading reviews. Your extremely positive feedback has given us confidence in the potential of our product. We have a lot of plans for this project. We will be actively releasing updates based on your suggestions to improve Vicewave's gameplay. Our ultimate goal is to release the game in full access, along with working multiplayer. This is exactly what we are going to. Today's update (0.3) fixes numerous bugs that you reported to us and adds important game systems. The next update, which will add a lot of interesting content (clothes, weapons, vehicles), is already under active development. We are also developing a traffic system on the roads, as the game city Los Riveros seems to be too empty. Let us know about any problems with the game and suggest your ideas. The main developer can answer you personally to your question and help you solve any problem with the game.
What's added / fixed in update 0.3?
Support for joysticks
Centering the camera while driving
Added snack bars (you can restore health)
Menu for selecting radio in the vehicle
Spawn random cars in the city
Limit on the sale / purchase of drugs from drug dealers
New vegetation in the city
Updated interiors of clothing stores
Fixed bugs with the garage of the Escapeta bar
Fixed the animation of the blackjack dealer in the Escapeta bar
Due to the state of the game, it is unnecessary to wait until the 1st of February, as it is in a complete and fully playable state. Only minor bug fixes and localization updates could be expected in the near future.
Hello everyone and welcome to a new year of Fault! 2020 had a lot of ups and downs for the world, and we are thankful to have such a great community to have spent it with. In today's dev blog, we take a quick look at the life of Fault so far, while also informing everyone of our plans for the future.
Fault 2020
After 1 year and 7 months of hard work from the founding members, and 3 major alpha events where we opened servers to thousands of players, Fault launched its Early Access on 07/17/2020. Since then the game has seen many updates, content releases, community events, and more! Below we have prepared a look back at everything that has been released since EA launch.
Content
Patches
In the roughly 5 months the game has been in early access, we have seen 28 patches along with many hotfixes and small updates to address bugs and balance while adding more content to Fault. Many of these patches would not have been possible with out all of the bug reports and feedback we recieve from our players daily, we encourage everyone to continue informing us of any bugs they may come across through our in-game report system.
You can take a look at all of the patch notes Here.
Heroes
We have seen 7 new heroes since release, giving Fault a current total of 21 heroes, you can view our Roster to learn all about each of them to prepare yourself for the battlefield.
Skins
Fault has seen many original Hero skin releases in the past 5 months and even before EA release. These skins include Cyber Kwang, Lumberjack Boris, Bone Collector Khaimera, our Covid Relief Charity skin pack, and all 6 of the Season 0 Pass limited skins. Some of these skins started as community concepts that were submitted in our Concepts Vault channel in our Discord!
13 Original Fault skins.
4 ward skin packs
Avatars
We love giving players a way to express them selves in game and avatars were a great start to this, we will continue to create more common and event avatars in the future for everyone to collect.
34 avatars
Item system rework + new items and art overhaul
Faults Item system has seen many changes over the past 5 months including a full new art overhaul, implementation of new starter and legendary items, and a complete change to the item build system.
Events
We held two seasonal events which offered many things such as custom maps, skin sales, exclusive avatars, double EXP weekends, and Twitch drops. We plan to continue creating events for our community to take part in including contests and more. You can view all the info about or past events below.
Our focus on heroes throughout season 0 has pushed back a lot of features that need to be brought to Fault to make it into the game we all want it to be. We want to focus 2021 on finishing the game so that it is in a good state as soon as possible. We have compared our roster to other popular games on launch such as Overwatch (21), Rainbow Six Siege (20), League of Legends (17) and we see that our current roster of heroes is competitive. Therefore the focus for the coming months will be on the game itself: polish, bug fixing, missing features, production pipelines for cosmetics, and code foundation stability. The sooner the game has all this the sooner we can start porting to consoles and reach our large community that is still waiting.
To give you a taste of what’s to come, here are the major features we want to implement this year (in no particular order):
New HUD.
New map.
Client prediction improvements for smoother gameplay.
Main menu re-design.
Replay System.
Ability Casting improvements and Input Buffering.
New Items.
Mastery System.
River and Pre-Prime Objectives.
Training Mode.
AI Game Modes.
Favor System Rework.
Raptors Rework.
Aspect System Rework.
Playable Tutorial.
Item Reworks.
Visual & Animation Polish.
Sound Polish and old hero sound reworks.
MVP/Rating System.
Honor System.
ARAM mode.
and more.
We are confident that we can achieve these tasks in a timely manner, yet, we can't give any dates for now. We will give ETAs as soon as those features reach their BETA phase. Fear not, the main focus of the development team right now is the HUD. We are working tirelessly every day to bring it to you as soon as possible and hope to start sharing the HUD in-game in the coming weeks.
Finally, because no hero will be released for a while we won’t be doing another season pass until we have enough content ready for one.
Thank You
The community here has been very supportive throughout Early Access. The feedback, amazing community art and content, and all of the drafts and laughs we experienced together has been an amazing experience for everyone here at Strange Matter Studios. We cannot wait to continue growing our community as we work to improve everyone's experiences in-game and move closer towards a full release! Thank you to everyone who has stayed with us throughout the life of Fault, we look forward to what the future holds for both the game and our community.
Join us for Season 2! The leaderboards will reset at 7pm EST, so get your Chatiator ready to !fight!
What can you expect from Season 2?
New Beasts
New Characters
New Arena Pass
Did we mention the Arena Pass is always free? Just play and login!
Frames
Icons
Gold
And this sweet new character!
Tons more coming!
We've got new levels coming, more beasts coming, bosses, better scoring, more streamer Arena Powers, and a tons of Quality of Life and bug fixes slated for this Season. Not to mention PVE is being worked on and slated for sometime in S3!
It's now time for the first devlog of the new year! I've taken some time off from devlogging over the holidays (and some time off from dev too!), but from now things are back to normal.
Version 0.46 will go live tomorrow! This version primarily focuses on a much needed UI-overhaul, but there's also some new stuff to build - like this one track vactrain station:
Obviously, UI work is rather time consuming so there are still a lot of things left to do. So for starters, I've cleaned up and revamped the in game UI as seen above. Status indicators have been moved down, as have the buttons to access stuff like city statistics etc. This opens up the entire upper part of the screen.
Building options can now be favorited and stored under one menu (with the heart icon). This still needs a bit more refinement, but should be fairly functional.
A lot of the windows in game still need to be reworked, but have been ported over to the new UI for the time being. One window that has seen some changes is the city statistics window. Now that there is more screen space, I've been able to expand the size of the window to allow things to fit in better. This is something I intend to do for all cramped windows (trade and policy windows will be fixed up first).
A new industrial type decoration has been added - a miniature fan.
Overall, mixing decorations and zone sizes can make for some pretty nice looking industrial areas!
Working on the UI, I've noticed and fixed a handful of bugs. The new UI also adapts better to different resolutions.
Hey hey, HD Poker players! This week, KidPokerr and Incanter are given the spotlight in our Hand of the Week.
Both of them had very, very impressive hands, each holding a full house. How impressive, you ask? Impressive enough to unlock a Bad Beat Jackpot that awarded everyone at the table.
Happy New Year! Back from Christmas holidays, with a few updates and planning some future features like fast-actions and maybe key bindings (though this requires some heavy refactorization).
With this update:
- Random name generator added to character creation, with a few common male and female mexica names.
- Now both stunned and knockout status show in a corner how long they will be active. This will help you strategize better your following actions.
- Luck bonus now affects weapon critical failures, so if you have enough luck, it will be less likely that you get the harshest (stunned and knocked out) critical failure consequences.
- Change in monster skills, since they were too fast. Internally they're treated like mana-less spells, which means they are too fast. This also will make owls hoot a little less frequently.
Its been impossible to replicate the bug, but watching the video closely it must be at 2.37.14 when switching to the Chapultepec level, since it fastly displays Chapultepec (2nd level) then Coatltitlán (1st level). The most likely problem is that the two level changes were so fast that this messed up the internal data.
Really unlikely but it indeed happened, so a fix was added: Internal code preventing level change overlap.