Added sounds effects to Volatile Moths and explosions
Added sound effects for DR-1’s Hav0c Reaper Drone (The purple drone)
Added a new consumable item: Suspicious Clock
Added a new consumable item: Cracked Iozinite
Added a new prototype item: Timespace Receiver
Added a new rare item: Electromancy Manual
Added a new common item: Cryomancy Manual
Added a new legendary item: Heart-Shaped Box
Added an ability selection screen to the subject selection menu
Removed splitscreen due to its buggy nature :((
Added an unlockable primary ability for DR-1: CNI Survey Drone - unlockable via ‘The Lazy Commander’ achievement
Added an unlockable secondary ability for DR-1: M8-10NC Repair Drone - unlockable via the ‘Almost Human’ achievement
Added an unlockable utility ability for Gil: Dislocator Construct - unlockable via the ‘Little Bit of Kick’ achievement
Added a new stage: Polaris Peaks; a snowy permafrost at the top of Ato-Relictus’ highest mountains
Added a new enemy to the spawn pool: Rhineram - the respective owner of those horns you keep getting who live in the Crystalline Flats, Molten Canyon, and Polaris Peaks stages.
Added a new boss for the Polaris Peaks: The Kushtaka - A legendary creature and defender of the Glowing Moon, Relictus-Miko
Added a new secret subject: Dr. Morena Phraust - Only accessible via Rime Golem’s ‘Bound by Science’
Added Rime Golem's passive ability: Bound by Science - Upon death, Rime Golem will lose all his items, but maintain experience level and swap to a new subject: Morena Phraust.
Fixes
Reduced the difficulty scalar of each difficulty. The game now increases difficulty a little slower and runs start off a little easier as well
All items now drop 10% more often
Added a visual effect for the geomancy manual
Reworked some of the items that deal damage, like the tactical grenade launcher. Damage of such items now scale with player’s damage-enhancements
Static Brick’s extra attack now applies the electro effect for 6 seconds
Ancient Bark now properly heals ALL allies within the circle (It previously would heal the first ally to enter the circle)
The camera now shakes when the player takes damage
Buffed Eggnog’s regeneration to 0.5hp/sec (From 0.3hp/sec)
Buffed Feral Fruit’s health increase to 20hp each (From 10hp)
Buffed Lost Sole’s speed increase to 2% each (From 1% each)
Leveling up now increases health by 20% of base hp and not 20 flat hp
Tactical Grenade Launcher now also increases blast radius of grenades by 10% per launcher
Redesigned the molten canyon map layout due to an error corrupting the original map file
Reworked the lava in the Molten Canyon to be a little easier to escape
Fixed Holo-Gil crashing the game when having on-kill items
Cryo damage now deals 1 damage per second per stack
Cryo damage will no longer inflict freeze and only slows victims down to a minimum of 0.2 speed
Added a maximum particle count to avoid the game slowing down due to excessive particles
Reduced the spawn cooldown range for enemies (Enemies will spawn approximately 20% more often)
Burning Infection puddles are no longer permanent and only last 15 seconds
New Map
Polaris Peaks
Spectral Doorway A snowy permafrost atop Ato-Relictus’ highest mountains, when the rare Aurora Animus passes through is when the barrier between the spirit realm is the weakest.
New Items
Cryomancy Manual
Used for cold reads. Rarity: Common Attacks have a 10% chance to apply 1 stack of cryo for 2 seconds (Additional Cryomancy Manuals add 2 seconds to the duration)
Electromancy Manual
Lightning always strikes at the darkest times. Rarity: Rare Killing enemies has a 12% chance to strike a random enemy with lightning, affecting them with electro and dealing high damage (Additional Electromancy Manuals strike an additional enemy)
Heart-Shaped Box
You never know what you're gonna get. Rarity: Legendary Enemies drop truffles on kill that increase a random stat when picked up, buffs only last for the current stage (Additional Heart-Shaped Boxes drop additional truffles)
Suspicious Clock
Forever Snooze Rarity: Consumable Drops a bomb with a 5 second fuse that creates a massive explosion, damaging ALL entities (2 Charges)
Cracked Iozinite
It's unstable and dangerous Rarity: Consumable Release a shockwave that will launch all enemies around you in an upward direction (2 Charges)
Metal and Hauling RPG Simulator - metalandhaulingrpgsimulator
Lets start with the good new! *Added a make shift clamp on the loader forks. *operate the loader clamp - Keyboard - hold left shift + Click Rmb or Lmb *operate the loader clamp - Controller - Hold LB + Move LeftStick up or down You now have a place to sell the rough cut planks! If you own the rough cut saw mill and are at it, And have $500 in the saw mill bank! then you might have locals hauling and selling you logs! You will need to off log these. and if you off load a log but don't have the money for it. then it should place back on the truck. When done unloading the truck you will need to tell the driver to go. I used my voice and it's not great but was more of a test!
I updated some of the ui! The load lock went back to 2 keys or buttons.
Now The Bad New! :( I have been getting a ton of crashes with unity3d. And I have been reading that unity3d is not so good for open world games. So The game will no longer be worked on I think for some time. really a dream killer makes me sad. ;(
But I am going to learn C++ Coding and moving over to unreal engine 5! That's right! Now this is not going to be a walk in the park!
But!! I am going to try to add in multiplayer too.
So I have to learn the engine and C++ then I have to rebuild the whole game. I looked back in the code to make it better and seen I was working on this game in 2018.
But with that said if you find something not working well I do my best to do update to fix it.
Remember this is hobby game I am making so keep that in mind.
Thanks for the support and thank you for the ones that bought the game and believe in me. I will do my best to not let you down.
Hello players, we have made a small update to the screen resolution of THE DREADFUL SPACE game, after we encountered discomfort in players with much higher resolution. Now these players can enjoy the game without screen discomfort and resolution change, we adapt the game for all resolutions. THE DREADFUL SPACE game also changed the gameplay a little bit improving the in-game experience. We also had changes to the game's subtitles, such subtitles that were confused in the game's translations to other languages that we identified were fixed.
Follow our Steam page and learn about our upcoming projects or visit our webpage.
Fixed a bug where upgrades were not working correctly due to some previous changes in the last update.
Updated the particle turret explosion effect. It now has a better look and more properly reflects the proper explosion radius.
Proper balancing of the survival maps is in progress. Once a map has been properly adjusted a difficulty rating is being added to the selection menu. Currently five levels are complete. The rest will be completed in stages over the next few weeks.
Alpha 8 is shaping up, and we're quite happy with the progress we've made so far. I've also made a lot of progress on the Level Builder! Let's talk about it.
Achievements
Alpha 8 will feature a ton of Steam Achievements to unlock! There will be many types of different achievements - some will be unlockable by simply completing levels in campaign mode while others will require a lot more thinking and exploring. Our plan is to add more achievements once the base game campaign mode is finished (like completionist achievements) so expect to see more in the future! And let us know if you have any ideas for achievements!
Where's Juniper?
Last year, we held a contest on our Discord server where participants had to create an original character, and the prize was a free Steam game, HD art of the character by Jur as well as that NPC being added to the game. The winner was Juniper created by the user ZeraZero; check out the artwork of her that Jur created below.
Over the past few weeks, we've been working on implementing Juniper into the game.
Here's how she's going to work:
You will be able to find Juniper somewhere in each of the main four levels in every world (for example 1-1, 1-2, 1-3, and 1-4 in World 1).
Juniper will be well-hidden - it will take some serious effort to find her in most levels.
Finding her rewards the player with some unique dialogue, and a painting of the level. It also counts towards the total completion of a save file.
Finding her in all levels rewards you with a completion bonus (which you'll have to find out for yourself once the update is released!).
A few days ago, we asked the community on Discord to help find hiding spots for her in each of the levels. As of writing this, we just finished implementing those hiding spots a few hours ago, and we're really pleased with the result. If you're in our Discord server and posted your suggestions, thank you! There were some seriously good ones.
The idea with this feature is to increase replay value and emphasize exploration. Juniper will also be easy to find in the first level of the game, increasing the odds of most players discovering her existence early on. In addition, the various stat UIs have also been updated to display whether you have found her in a level or not.
The Level Builder
As previously mentioned, I've also been making a lot of progress on the Level Builder. You can check out the devlog below for a detailed video in which I showcase what I've been working on, and talk about what I plan on adding next.
I have also been working on advanced object editors that allow you to edit the unique properties of each object. These properties include things like movement speed, movement direction, attack range, waypoints, and much, much more. The video below shows a preview of the waypoint editor in action!
The Level Builder is getting closer to a state where I feel comfortable hosting a public testing session. The plan is to grant players access to a build featuring the first version of the Level Builder to gather feedback and find bugs. This will take place after the release of Alpha 8, which, by the way, will be the final alpha update. That's right; after Alpha 8, the next update will be Beta 1! How exhilarating!
The rest
There's a handful of other features we've been working on for Alpha 8 that I feel are also worth mentioning.
A new lighting system has been implemented, allowing us to add better lighting to many different areas in the game (which we've already been taking advantage of in levels like 1-3 and 2-3).
Controllers will now vibrate when you take damage (I really don't know why I've only just gotten around to adding that, the game feels much more responsive now!).
The Maestro's throwing behavior has been rewritten to use Newtonian physics rather than a quadratic equation solver which resulted in a strangely unpredictable and unnatural-looking arc. In layman's terms, this means the Maestro is slightly less annoying (but still annoying!).
The next and near-final level in World 3 is going to be quite special, and we've made a great amount of progress on it, however, we do not have any previews to share just yet (stay tuned, because we might have soon!).
There's still a lot of work to be done on Alpha 8 before it's ready for release, but we've made a huge amount of progress during the last 5-6 weeks. However, progress will inevitably slow down for a few weeks from mid-May to mid-June due to exams. As such, the plan is to ship Alpha 8 sometime between July to September. Once we know exactly when the update will release, we will share this information with you.