Thank you for your patience as we work on making the game better, we just released a patch from EQU8 strengthening the anti-cheat which we hope to solve some of the current cheating issues.
EQU8 is also working on a reporting feature that will make it easier for us to ban anyone who slips through the anti-cheat in the future.
As for more fun updates to the game, we're currently working on a big update we hope to release as soon as it's finished! :)
Make sure you restart steam, verify the integrity of the game files and make sure to have the game and EQU8 exempt from your anti-virus.
To share your screenshots to the community make sure to use F12 when taking your shot. This will add it to your Steam Screenshot Uploader.
To see your screenshots (or share to the community hub): In the upper left corner of steam click VIEW > SCREENSHOTS. From here you can upload, or click VIEW ON DISK to open the local folder.
We've been telling you about what's going on behind the scenes of Chernobylite's development for a long time in our weekly reports. Sometimes we show some concept sketches, we show step by step how we create 3D objects, we talk about the changes we made and what we followed, etc.
There have been cases where changes to one element in the game have gone so far that it has turned into something much bigger. One of them, and perhaps the most important for the entire history of Chernobylite, concerned the fractal worlds. Their design changed several times until we finally worked out the shape you see today. The road the fractals traveled was extremely bumpy. And we have evidence for this.
The beginnings of the beginnings
Before we show what has happened with fractals recently, we need to answer one most important questions: how did it start?
One of the first concepts assumed that after entering the fractal world, the player would walk on the surface of... inside a large sphere. On paper, it was even interesting: while exploring the new world, the whole level rotated together with the player. When he looked up, he saw the rest of the level upside down. However, at times everything broke in almost all possible ways and a few impossible - the player often got lost in where the âupâ was at the moment and positioned himself sideways. Also, during testing, people had a hard time getting it all figured out, they got lost, and some people got sick. So at the end the project was thrown into the trash.
Another concept came with the launch of Chernobylite in Early Access. After entering the fractal world, the player was thrown into the very center of a large labyrinth, from where he was to get to the luminous pillars that unlocked parts of the plot.
Along the way, it was necessary to defend ourselves against a horde of soldiers who were to be something like Ariadna's protection or firewall. Again - in theory, everything looked fine. But in practice, the player felt as if he were participating in a Doom deathmatch, which did not fit the style of Chernobylite at all. But who knows, maybe we'll come back to this idea one day.
Connect the dots
What does it look like today? Well, as you know very well, each fractal world is a simulation that can be entered with the help of Ariadna - a mysterious, and advanced technological device, created by Igor. However, to use it, you first need to find clues scattered throughout the game that will help you understand what happened to Tatyana: letters, photos, e-mails, newspaper clippings, and items such as a music box. All the evidence and clues go to the blackboard in Igor's room. After collecting all the necessary elements, Igor can see with his own eyes the secrets behind the disappearance of his loved one.
An important part of rewriting the plot and dialogue - as we have informed you many times - were the changes we introduced to the fractal worlds. It not only took a lot of work and time. This task was also a big challenge in terms of coordinating and connecting all the dots again. Also, because many assets for these tips were already done - we wanted to find a solution that wouldnât require creating everything from scratch when redesigning the fractals. We had to modify a whole complex web of dependencies, linking the clues to Igor's relevant comments, and figure out how they translate into specific parts of the fractal plot.
Secondly, we had to pay close attention to aligning the fractal worlds with the places in the story where the greatest changes occurred and check for contradictions. In other words, we had to make sure that the information we convey through the simulation in Ariadna was consistent with the important plot points in the game, which are most often determined by confrontations and conversations with key characters in the game: Black Stalker, Semonov, Kozlow, etc.
Rewriting the script is relatively simple, but introducing changes in such a way that the entire intricate structure works together despite huge changes is not exactly easy. Itâs especially true for the changes concerning not only the written content, but often also the place and time in the game, where we find clues that later activate the fractal simulation through Ariadna.
Evidence and clues
The changes also meant a lot of work for graphic designers who had to rework (sometimes several times) such assets as letters, documents and e-mails to apply the changed content to them.
It was also a big challenge to avoid spoilers after we introduced changes to some characters, such as Boris and his backstory, and the relationships between him and the main character.
But perhaps the greatest challenge was the fact that the story is non-linear, and the main quests are arranged in such a way that you can complete them in almost any order you want. So we had to think about which quests we could add clues and evidence to, to be sure that the player would be able to collect all of them, no matter how the game was played.
The same goes for our companions - their role in fractal events had to be tailored to take into account that they may or may not appear in a specific playthrough, depending on the decisions made by the player.
Don't bore with the conversations
The place and time of fractal events also changed. All this needed to be reflected both in the levels themselves and in the dialogues conducted by the characters. The narrative in fractal worlds in particular needed to have rethought its timing. Previously, dialogues were much longer and took place over the course of one scene. It quickly became apparent that forcing the player to watch two talking heads for too long is neither fun nor interesting. You could say it was simply boring.
The effect of the changes introduced by us (e.g. the division of one long level into several smaller ones) can be seen, for example, in the scene of the conversation between Boris and Tatyana, which takes place in the fractal world. Now the course of this sequence is more dynamic. Before that, the player simply stood in front of the cafĂŠ and could not do anything. Now he has to take a walk around to unlock all stages of the fractal and push Igor's investigation forward.
In the diagram below you can see an example of one of the investigations conducted by Igor. You can see how the rudimentary evidence and clues he has gathered lead him to solve one of the cases. What he sees with Ariadna and what he hears is up to them. What is this evidence and what does it mean? We wonât tell you, and we wonât show you - you have to figure it out yourself.
Itâs time for a blast from the past â no MS-DOS rigs required! Grab your big yellow helmets and get ready to take out nasty demons-er, aliens, because weâre feelinâ PEACHY KEEN.
From now until June 3, 2021, DOOM Eternal players can earn exciting new cosmetics such as the mean, green Bloog Pain Elemental, neon-accented Undead Droid Revenant and the old-school Commander Keen Slayer Master Collection â all just by playing the game!
Unlock rewards by earning XP from completing Campaign levels (including The Ancient Gods â Part One & Part Two), BATTLEMODE matches and weekly challenges. These goodies wonât be around forever, so jump in and start grabbing that sweet, sweet XP before these rewards say goodbye, galaxy!
Learn more about DOOM Eternalâs in-game events and unlocking rewards in our dev diary video. Donât forget to join the Slayers Club if you havenât already to start off your collection with the Zombie Slayer skin!
We hope everyone is staying safe and healthy. The Crytivo team was hard at work on this upcoming patch and we are happy to introduce you to a bunch of new additions and updates.
As we work on the Space Age certain systems that will be used in that era are slowly being introduced to the early game. We hope you will enjoy this new patch and will have fun with the new mechanics.
Now letâs dig in and introduce you to some of the newest features.
Expedition Camp
Strange things always draw Nuggets attention and the hole created by Sarcalass wasnât an exception. The Nuggets, in all of their wisdom, immediately started jumping down into the darkness. After a few broken bones, Nuggets finally realized they might need to be a bit more selective with who they tossed into the hole. Those chosen Nuggets returned with new and helpful items that allowed them to advance their knowledge and boost their confidence. These âeliteâ Nuggets got the name Explorer and received their own building, the Expedition Camp.
Discovery Points
As we start to move into the space age, some old and a few new technologies will use âDiscovery Pointsâ to unlock them. For now these points can be earned through successful Expeditions. Later on we'll be adding other ways for you to earn these same points if expeditions arenât your flavor of adventure.
Clouds
Puffy and fluffy. This is how we like them. New clouds are being introduced with this patch. We changed how our cloud generation system works. Alien planets will have other worldly shapes that will dazzle your imagination. Although Mother Planet received more standard looking clouds they have a pretty cool effect when you fly through them. We canât wait for you to try and tell us what you think!
Rain and Snowfall
The revamp of clouds required us to make some changes to the existing rain system, but we didnât just rework it. We also improved it. Rain will now splash when it hits the ground or water. During winter the clouds will also snow. We think itâs pretty cool.
Era Changes
We made another big change that a lot of you asked for. Now you can select buildings from different eras. Customize your cities the way you want and create a unique look. Certain structures that are built automatically, like roads or the black market will still progress according to the research tree, but for any other building you can select the era you want once itâs unlocked.
Improvements and balance changes
Town Hall UI
Town hall UI received was reworked. Previously numbers indicated in the Town Hall UI confused some players. We changed the system, so it will use the percentage value. This percentage will indicate your total adult population that can be assigned to jobs. By default this value will stay at 75%. Which means that 25% of your population will be reserved as laborers. The system will also stop players from setting the number above 90%. This should prevent the issue where players were left with no laborers and the game progression halted.
Perks Rebalance
A good number of perks were reworked to use the new Discovery Points system, like âA Dash of Lightningâ that arenât integral to progression. This way we will be able to test out the new system but also not force players into Expeditions if they donât want to.
Planet Seed Expansion Previously the player would get a random planet from 128 different options. The number increased to 999,999. We canât wait to see what you find!
Save System Improvement Previously the game was allowed to have only one autosave file that was constantly rewritten. Now the game allows you to have multiple. So say you encounter a bug (what? impossible!) or wish you placed a building a hair to the left you can backtrack further from your most recent auto save. The number of auto save files can be changed in Settings / Game.
Also, while being in the save menu, you can overwrite your existing saves without a need to create new ones. AND it's even faster now. We just really wanted to save the day here. (Iâll show myself out)
New Death Filters Now you can filter what death messages you would like to receive in the message system. In Settings / News you can select to have âAll Death Messages On,â âAll Deaths Messages Off,â âFirst 100 Deaths by Old Age,â and âNo Old Age Deathâ notifications.
Water, Food and Defense Ministers Ministers received slight rebalances which should provide a better experience and prevent situations where you end up with no food or water. Defense Ministers will more efficiently spread defense towers across the city.
Other Improvements
Various Graphic System Additions & Enhancements
Shadow Quality Settings
Anti Aliasing Settings
Graphics Enhancements
Grass now has shadows
Improved splash effects when a Vortex ball hits the water.
Settings now has a new section: âInputâ. Anything related has been moved there.
Added Mouse look sensitivity and Zoom Sensitivity.
Eatery crime generation reduced.
Exiles can now use the player road system and generate roads themselves.
Prisons, Rehab, and Police stations will now accept nuggets dropped into them.
Various improvements to the Nugget AI
Exiles can no longer build over player owned areas. Players can no longer build over exile owned areas.
Hunters can no longer be quest givers. This was causing... issues.
The settings screen, and all options and descriptions, are now fully localized.
Added better 21:9 and 32:9 support to the UI systems.
The UI can now be zoomed out (shrunk) a bit more using the settings slider.
Subtitles are no longer hidden when the game is paused.
Bug Fixes:
Fixed: Bugs with full screen camera effects that prevented them from working (ice, dust, water, etc).
Fixed: Bug that prevented the screen from darkening when close to a tornado.
Fixed: Vine ( root ) / hole could spawn too close to the mountain causing multiple different issues upon quest completion
Fixed: A bug preventing props from collapsing. They were just vanishing.
Fixed: Orders in the black market could have been duplicated.
Fixed: Creator light was not working properly with the grass in the game.
Fixed: Bug that prevented a cursor to disappear in free look mode or panning the camera.
Fixed: Bug that causes some planets to load for an extremely long time in some rare cases.
Fixed: Several bugs with Tesla's battery quest. Including one that prevented the player from progressing in both the quest and the research screen.
Fixed: Several bugs with the Creator Power wheel. Once of which could cause the powers to get stuck and not be able to select other powers.
Fixed: Exile demand bugs. They can no longer demand 0 resources. If the demand is 0. It will not be shown on the screen. They can no longer demand an outrageous amount of resources.
Fixed: A bug that allowed building ghosters to rotate too fast (on very powerful systems) when pressing Q or E.
Fixed: Some bugs with Shadow Distancing not working properly after loading a planet.
Fixed: Auto Reconnect to Twitch. If you are disconnected. The game will keep trying to reconnect to twitch for 30 seconds before timing out
Fixed: A bug when TKing a nugget, from a boat, using the quick TK option.
Fixed: Various bug fixes to TK/Vortex
Thank you everyone for all the support and feedback that you keep providing on a daily basis via our discord, twitter and Steam. We extremely appreciate it. We hope that all of those new changes will put a smile on your face and positive emotions. As always, if you enjoy the game, please feel free to leave us a review on Steam.
If you would like to see any changes to be introduced to the game, drop us your feedback on our Discord.
Thank you everyone! All the best, The Crytivo Crew
P.S. We know you're eagerly waiting for the Space Age, so in the meantime we thought you might enjoy visiting Mars. In Farlanders you're tasked with terraforming the planet as you build a thriving colony. This turn based puzzle builder has a free prologue out on steam you can play now. We hope you check it out!
If we want to shake things up, there is nothing better than these chaotic courses! Maybe a giant toy car is roaming the level? Or four phones form a unified obstacle? Donât bounce off the pizza or the stop sign, and prepare to not plan out anything, and go with the flow!
This Zenâs Pick feature is available in the Giant Home Course Browser after selecting Solo Play.
Thank you Spardra89 and WILLYSMAX - among others - for creating these nice courses!
Ahoy! Finally, the long-awaited update is here â sorry for the wait, but we had to scuttle a few enemy ships along the way! Thank you for your understanding, me hearties!
In this update:
Added 7 new flags and 5 new sails for ship's customization.
New long-range cannon and experimental long-range projectiles are now available, allowing you to fight at an unprecedented distance.
Of course, bug fixes are also included in this build. Rumours say the "Sea Wolf" achievement can now be successfully obtained.
P.S. To receive a quest for the new weapon, you need to sink at least 20 ships.
Only a few weeks left until you can finally get your hands on Red Solstice 2: Survivors! Various media outlets have had the chance to test the latest version of Red Solstice 2: Survivors in advance.
Below you can see what they have to say:
Keep up to date with all things Red Solstice 2: Survivors by wishlisting us on Steam.