But wait, there's more to come on October 4th! On this day, we’ll have some of our development teammates in the Netherlands joining us for a low-key Q&A session in the stream comments! So make sure to join us here at 11 AM CEST / 2 AM PST sharp!
Fixed an issue causing a black screen during new shifts. (For players still afflicted with this bug, please try verifying game files, reinstalling the game, and making sure your video drivers are up to date.)
A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update!
See the changelog below for details.
- Fixed a bug where being subscribed to a hidden Pet created by another user would crash the game - Fixed text being cut off in the Title Screen on the Brazilian Portuguese localization - Fixed the Spring and Brachins not being shown under any categories in the Level Builder item selector - Fixed entering levels always spawning you as Cardinal - Fixed saving levels while the background layer is active causing the ground to be transparent in the level thumbnail
What does 2 months of semi-secretive development get you?
Starting Stories and Quests
All 20 starting ships now come with a unique background story and quest, further differentiating your experience based on early-game choices. The new game screen is updated with even more tooltips, and there are more quests you can find early in the game, just by exploring.
That's cool, but it's not really the big news item here...
Syndicate, Asteroid Bases, and NPCs!
That's the big announcement: A new faction. A new kind of location to explore. People you can have conversations with! And they're all intertwined:
Faction:
Who are the "syndicate"? Have they taken over loot stockade planets? Are they coming after that shipwreck you're towing? Are they building a secret base somewhere? You'll have to find out!
(They look kinda friendly to me... I mean, they don't even have guns!)
Asteroid Bases:
This is the great new location you've been promised. And guess what? No monsters! And new stores the likes of which you've never seen:
Data Broker
Scrap Dealer
Parts Junkie
Gadgeteer
Planetographer
Virtual University
Boutique
Your Best Self
This is what's available right now, but that list is going to get a lot longer in the future. Eventually you'll be able to buy just about anything you can imagine. Asteroid bases introduce 6 new quests and 2 new devices, and there will be a lot more exciting new systems later on as well.
And one of the really cool things about asteroid bases is that you get to help in their construction... You decide what to build next!
NPCs:
Wait, this game is 9 years old and you're just introducing NPCs now?! NPC's have always been "implied" in Approaching Infinity. You can hail alien ships and take quests from their representatives, but you never just had conversations with them before. Now you can:
Now think about all the people and aliens (wait, aliens are people too, right?) you can meet in all the different places, and just how much potential this opens up! It's just getting started... And that's not the only mind-blowing change that's happening:
Monster-On-Monster Violence
Pirate raiders have been firing on freighters for years, and sometimes your allies will aid you in a battle. But once again, that's not what I mean...
I'm talking about killer bunnies that swarm mercenaries, territorial wars between Limoquee agents and Vordalene security, slimes spitting acid at rock monsters... A whole new level of interaction between forces in the game-world!
And that's exactly what I've done. All "monsters" have been given a category, such as predator, prey, silicon, or elemental (there are 17 kinds). And every monster now has a list of which types they attack. Finally you'll see resistance soldiers valiantly defending their ships from the floating eyes and zombies that infest them.
Cheat Modes
Expanding on the recent wave of "play how you want" changes (such as allowing achievements to be granted even with perma-death turned off!), I decided to add some new game modes as suggested by some Steam users:
If worrying about oxygen on away team missions is too much for you, turn it off! It's the future right? I'm sure they've solved that problem by now!
If you really like finding, using, and sharing daily codes, and you don't want to stress about which one to use, why not select "unlimited daily codes" for you next game? You still can't use the same code twice though...
And finally, if you don't care whether you're using a fire weapon against a fire monster, and you really want to do those 32 points of damage, you can now turn off resistances (and vulnerabilities)... so don't expect your hammer to be extra good at smashing bugs anymore...
Honorable Mention
I Added shortcut keys for "move to area transition". Hold the [ALT] key while on an away mission and you'll get a little menu in the upper left that tells you ALT+3 to go "down", ALT+4 to go "west" (those are based on using the numpad for movement, the game will automatically use whatever your movement keys are).
I should also call your attention to
THE GRAPPLER GUN! It's a mod for ballistic weapons that pulls monsters closer. But be warned: there may be unexpected consequences if the creature your try to reel in is too big...
What's Next?
Somehow there are only 3 months left of 2022, but that's less time than it took me to create all this amazing new content. Alchemy, custom crafting, fargates, and legendary weapons are all on the horizon, as well as further development of the syndicate's story, new asteroid base rooms, and meeting NPCs in new locations.
FRACT OSC has not been officially Steam Deck Verified (yet) but we can unofficially say it runs great! Decade old first person synthesizer walking simulators are probably not at the top of Valve's list, and we don't have the ability to push it through the process manually at the moment.
That said, based on our testing and a bunch of folks reaching out to us via email, dms and other means, we have every reason to believe it should work just fine on the deck. In fact, it's a pretty ideal platform for the game; just plug in a good set of headphones and get lost in this weird world we've built.
We've published a community control scheme that we feel is the best of both worlds, but please let us know if it can be improved.
This is actually a little sooner than expected as I found a couple of issues that warranted a quicker patch, so here is an additional patch for the base game:
Changes/Fixes:
- Use/Jump button should now both work in dialogue menus - (Potentially) Fixed an issue where settings in split-screen would sometimes not save - Fixed a terrain issue in the prologue where you could fall through the ground - Fixed a debug option that allowed you to skip the prologue - Fixed a menu option that allowed you to 'Return To Hub' immediately starting the game, skipping the prologue - Fixed some texture/model issues in the Gilded City Arena - Adjusted difficulty scaling for co-op, 2-4 players should see sometimes additional enemies and harder enemies (Only currently some enemy types, this is still being worked on) - Fixed ghosts not being able to hit you at close range - Altered parts of Labyrinthian Caves to have sections of blight - Altered some enemy spawns and item placement within Labyrinthian Caves - Grapplehooks now have the correct range underwater - Altered Hub backdrop as it was very empty looking - Temporarily removed the 'regenerating armor' enemy from having a chance of spawning as they could be a problem without certain environmental hazards nearby (stronger possessed armors will spawn instead)
Additions:
- Added difficulty options, they can be found within the Hub - Added a teleporter to the Hub - Added Sentry enemies to the Cliffside map - Added additional travel routes to Gilded City Arena - Possessed Armors have had their drop rate adjusted so that each armor piece has a 4% chance of drop, and a much higher chance to drop silver - Added an additional weapon that can be found in the Labyrinthian Caves level
-Enhancements to level 1. -Confirmation on starting a new game. -Start time reduced from 5 seconds to 3 seconds. -Music no longer repeats over itself while playing arcade mode
Bug Fixes - Fixed the length of runeforge lines on ultra-wide monitors. - Fixed an issue loading games when selecting the Glorious Kingdom talent. - Fixed an issue with workshop colliders that caused pathing issues for units. - Fixed a bug related to engineers that would prevent games from loading correctly. - Fixed a bug that caused engineers to hop out of mining carts suddenly.
Invasions - Frame-rate drop during the start of invasions has been reduced or eliminated entirely. - Invasions are now generated for up to 10 hours, up from 5.
Bug Fixes - Fixed the length of runeforge lines on ultra-wide monitors. - Fixed an issue loading games when selecting the Glorious Kingdom talent. - Fixed an issue with workshop colliders that caused pathing issues for units. - Fixed a bug related to engineers that would prevent games from loading correctly. - Fixed a bug that caused engineers to hop out of mining carts suddenly.
Invasions - Frame-rate drop during the start of invasions has been reduced or eliminated entirely. - Invasions are now generated for up to 10 hours, up from 5.