Welcome back, agents! We could not be more thrilled to see so many of you jump into the Open Beta, discover Fragrant Shore and experience crossplay for the first time in DI. We are incredibly grateful for the reception you have given us. With that said, we also have our work cut out for us: We’ve received large amounts of feedback (THANK YOU!) and we are excited to dive into it to make the game better.
Before we get into some of our big takeaways, a few notes: Some of the items you’ll see here we’ve already been working on from previous feedback, that means some of that feedback will land on launch day, but far from all of it. We will note when things are expected to come (on launch or post-launch) to keep expectations aligned with the reality of our work on the game.
This does not mean we think some of this feedback is less important, it simply means that to ship the game we had to make a cut-off eventually and push some things to post launch patches. Now let’s start things off!
TOP Team Priorities
Agents Balance Overall balancing of agents is always a very popular topic and we are keeping an eye on agent balance. You can expect a deep dive into balancing changes in the launch day patch notes as well as a continued commitment to update and tweak the game in further post-launch patches around community feedback.
Overall Performance Issues We have had reports of some performance issues/fps hitches and we are looking at our options to optimize the game further. We have targeted some areas that could definitely benefit from more performance work and this progress will be ongoing in post-launch updates.
Weapon Damage Transparency We’ve talked about giving more transparent information around weapons in the past. Our first step with this will be a fully interactive DPS board in the training range and pre game lobby. You’ll be able to shoot at dummies set up at multiple different distances to get a feel for damage, distance based drop-off and location damage.
We want to go farther with this in the longer term, but this is an important first step in giving you more information on your loadouts. The next step a bit further down the line will include a full rework of the agent select screen to show granular stats of weapons.
Here’s a sneak peak of the dps screen: You can expect this to hit the game in a post-launch update.
Polish to gunplay We are making a lot of tweaks to gunplay to refine the experience post-launch. This ranges from tweaking character hitboxes to make hits more reliable, refining recoil on weapons to make aiming smoother and reducing and making the ADS transition snappier.
Overhaul to gameflow We’ve been combing through feedback since the last few playtests and have been working on some upgrades to the overall gameflow structure of matches.
The first thing you’ll see from this work is a change to a room without vault terminals in the insertion phase of the match. We’ve had a lot of good feedback on the fact that these rooms are not only disappointing, but don’t give much incentive to keep looking after opening a vault terminal.
The tweaks we’ll be adding post launch will guarantee a purple keycard in rooms without a vault terminal and remove the possibility of finding one in rooms that do have one.
This is not the whole extent of the change and we will outline it in more detail soon, but the overall idea is to guarantee a room without a vault terminal is still a worthwhile destination.
Expect this to hit the game post-launch with a detailed run-down in the meantime.
Teams Communication We’ve received a lot of feedback around non-verbal communication in teams and making it more detailed. We are currently working on a contextual ping when downed to ask your teammates for a revive, but we will look at other opportunities in the future to make the ping more fully fledged and helpful in matches. Feel free to give us more suggestions around this topic in the future.
Team mode adjustments and tweaks We’ve been gathering feedback around the nature of team matches and how they play out and we have some targeted changes we are testing internally around team mode.
This includes a change to intel that means you won’t be able to loot the same intel as your teammates. We’ve been playing this change for a while and we really like how it slows down the rush heavy nature of teams and gives a bit more strategy and communication to overall looting. We think this makes the overall economy and teamplay aspect of the game more interesting and are excited to see your feedback on it.
We are also aware of a large amount of feedback on the revive mechanics of teams and are in the early days of prototyping a new revive mechanic we MIGHT introduce in the future.
Once again this is all post-launch and we will give you the details soon.
Melee Attack reliability Melee attacks have gotten better since the days of closed alpha 1, but they still have a good amount of misses that should not happen.
We have ongoing work on melee reliability that should make it much better in the future.
Controller Experience With our first foray in a fully crossplay test, we received a lot of feedback around how to make the controller experience better.
While some of this feedback will take some time to materialize (like adding more options to fully customize the experience), you can expect improvements in the launch day build of the game.
You’ll see some tweaks to aim assist to make it a bit more useful and adjustments to the quick turn speed when fully holding your joystick to give more control between fine aiming and fast movement.
We’ll continue looking at feedback from our console players and make adjustments in the coming patches.
Vertical Audio Problems with vertical audio were once again mentioned quite often for this beta. We have been working on this internally and have made progress on making these easier to discern. We expect to have a good first step on this topic soon after launch. We are also looking into tweaking NPC reactions to multi-level fire fights to remove some confusion from their reaction to danger.
I'm very excited to announce some major updates to the game. I have been working tirelessly to improve the game and enhance the overall player experience. Here are some of the improvements I’ve made:
Better Lighting: I’ve added more realistic lighting to enhance the creepy and eerie atmosphere of the game. You’ll feel like you’re really in the middle of the apocalypse.
Toggle Momentum: I heard your feedback and have added an option to toggle momentum when running. You can now customize your gameplay experience to your liking.
New Locations: I’ve added more locations to explore and discover, including sewers, towns, and more.
Procedurally Generated Dialogue: I’ve added a new system for generating dialogue, so each playthrough will be unique and different.
I'm not ready to announce a release date just yet but stay tuned for more information. I'm confident that these updates will make In the Dead of Night an even more immersive and terrifying experience. Expect these updates to come to the demo in the next day or so.
Thank you for your continued support, and we can’t wait to share more with you soon.
As we gear up for the new season, we have some exciting changes in store for you. In addition to the scheduled official server wipe, we have addressed several issues, including the display of loaded tames on Tame Railings, disappearing food in Tame Houses/Hatcheries upon server restarts, Xbox crashing problems, and much more! We've also made updates to the Vitamin management system, the singleplayer map, and added new ship tracking features, along with a few other quality of life improvements.
To make these changes, official servers will be temporarily offline on Wednesday, March 15th at 7AM PDT, with an estimated return time of 12PM PDT. Unofficial servers can expect to receive the update shortly after.
Unofficial Community
We would like to take a moment to express our appreciation for the unofficial server community and the significant contributions that you have made to ATLAS. Your creativity and support have helped shape the game and offer unique gameplay experiences for players. We believe that the unofficial server community has the potential to continue taking ATLAS to new heights.
We will be releasing an updated Server Grid Editor (SGE) after the patch on the 15th to allow players wishing to use, or have access to, the official maps. Note that there are no other changes to the SGE since its previous update.
We understand that modding is an important aspect of the ATLAS community, and we're committed to supporting mod developers as much as we can. We are working on an update for the DevKit to match it to the latest version of the game. While we don't have an exact release date for the update yet, it shouldn't be too long after the patch. We hope that the updated DevKit will make it easier for you to continue creating amazing content for the game.
Released Patch Notes
v.557.6
Official Servers Wipe & New Maps
We are returning to our larger map layout for our PvP server, though we are retaining the Xbox only server format for those who prefer it. As for the official PvE server, it will remain the same size but with the reintroduction of the different claim types for companies to secure land.
[Global][PvP] The Cobra’s Strike
Crossplay
9x9 map size
All quest content will be available
One open world (no regions or portals)
All claim types (claimable islands, claimable lawless, and unclaimable lawless)
[Global][PvE] The Whale’s Solitude
Crossplay
6x6 map size
All quest content will be available
One open world (no regions or portals)
All claim types (claimable islands, claimable lawless, and unclaimable lawless)
[Console][PvP] Emerald Coast
Xbox players only (no PC)
3x3 map size
Quest content (Power Stones etc.) will not be available
One open world (no regions or portals)
Claimable islands and unclaimable lawless only (no claimable lawless)
Singleplayer Map
Exciting news for all solo players out there! We're thrilled to announce that we're adding the Wonder Island and spawn points for the Army of the Damned (AotD) and Industrial Transient Nodes to the current singleplayer map. With these new additions, you'll have the opportunity to explore and craft all the latest content available in ATLAS, all while keeping your existing progress intact.
Added AotD Transient nodes to 150+ islands for collecting Cursed Bone Chips.
Added Industrial Transient nodes to 100+ islands for collecting Brimstone.
Added 1 Wonder Island for crafting the Great Temple.
Ship Icons on Map
All ships, now including ally, enemy, and SotD, will be visible on the map in the grid you are located in. Players will have the option of hiding either the entire ship icon or just the text using the “Toggle Ship Icons” and “Toggle Ships Text” buttons on their map to reduce clutter.
Unofficial servers will have the option of disabling this feature by using one of the following command line arguments:
?ShowShipInServer=false (completely disables)
?ShowEnemyShipsUnderFog=false (disable seeing ships covered by Fog of War)
The different ship icons will be colored coded to provide easier identification:
Your own ships: Normal (unchanged)
Ally ships: Cyan
Enemy ships: Red
Ship of the Damned: Brown
Vitamin Management
Vitamin Levels:
Vitamin levels now persist through death, instead of being reset.
The damage over time from vitamin depletion, poisoning, deficiency, and surplus has been removed. Instead, each vitamin will provide a different debuff to players when not adequately maintained.
Vitamin Depletion (0%) and Poisoning (100%)
Vitamin A: 20% increase to damage taken.
Vitamin B: 20% reduced stamina recovery rate.
Vitamin C: 30 reduced fortitude.
Vitamin D: 20% reduced speed.
Vitamin Deficiency (1% - 10%) and Surplus (80% - 99%)
Vitamin A: 10% increase to damage taken.
Vitamin B: 10% reduced stamina recovery rate.
Vitamin C: 15 reduced fortitude.
Vitamin D: 10% reduced speed.
Cooking QOL:
To encourage players to utilize their cooking skills, a few quality of life changes have been provided.
Increased Grill water amount from 300 to 1000.
Slightly reduced grown vegetable and egg requirements in cooked recipes.
Cooked recipe foods now give their secondary vitamins much quicker.
Chickens stored in Tame Hatcheries or Barns will produce unfertilized eggs over time.
Overeating:
Players will now experience even more realistic effects from overeating! If you eat more than your stomach can handle your pants will look a little tighter and you’ll become extremely sleepy…
Removed damage to health when overeating.
Added torpor to the player when overeating.
A player’s stomach will visibly get enlarged when they are overeating.
Pooping:
Is there anything more immersion breaking than randomly pooping on the floor? We are proud to say our pirates are now potty trained!
Removed the chance a player will poop randomly.
Player pooping is now only activated through keybind (F11 by default).
Pooping reduces food levels by 15.
Added a cooldown to pooping.
Bug Fixes
Fixed an issue with the Puckle Tower attacking all targets even after setting a preferred target.
Fixed Rabbit Statues not having collision.
Fixed an issue with Rabbit Statues losing their textures when demolished.
Fixed an issue with Stuffed Bears clipping inside other surfaces.
Fixed an issue with Paper Lantern being difficult to place.
Fixed an issue with Stuffed Bears being difficult to place.
Fixed an issue with Stuffed Bears losing their textures when demolished.
Fixed an issue with Resource silos in Sea Forts lacking collision, creating hiding spots.
Fixed an issue with the barracks in Sea Forts lacking collision, creating hiding spots.
Fixed an issue with large cargo crates around the Sea Forts lacking collision.
Filled some chasms in various rock formations on multiple islands that would cause a player to get stuck.
Fixed an issue with jagged water holes appearing along the edges of the tunnel under the skull rock in Split Freeports.
Fixed an issue that prevented wild vegetables from being placed in Crew Resources Silos.
Fixed an issue with Bear bites not damaging a Beehive.
Fixed an issue with missing ground collision in D2 on the PVE server.
Fixed an issue with Accordion being misspelled as “Accordian” on two songs.
Fixed and future-proofed the outdated Bow description.
Fixed an issue with tames loaded into the Tame Cargo Ship Railing floating in mid-air when the ship is sunk.
Fixed an issue where you could not see or unload tames loaded into a Tame Cargo Railing.
Fixed an issue where swarm tames could not be loaded into Tame Cargo Railings.
Fixed an issue where the stored tames UI is displayed behind the player's inventory UI.
Fixed an issue that made the Tame House difficult to place.
Fixed an issue with food disappearing from tame structures after server restart. Some structures built prior to the patch may still be affected and will need to be replaced.
Fixed an issue where Fertilizer Barrels in Tame Houses and Hatcheries displayed water emblems on them.
Fixed an issue where selecting a tame stored in a Tame House/Hatchery when viewing the Tame Information did not display that tame’s stats and inventory.
Fixed an issue that disabled the Toggle Mating button in the View Tame Information menu.
Fixed various text overlapping UI issues.
Fixed an issue which prevented Waterskins from filling when placed in Water Taps.
Fixed an issue when traveling to a different grid with a shoulder tame.
Fixed an issue with non-recipe foods not increasing food value over 100.
Fixed an issue with some complex foods and drinks that only affected one vitamin level instead of two.
Fixed an issue where earned Artifact Keys would disappear when destroying the player’s dead body.
Fixed an issue with an inconsistent gold cost of unbundling Ironwood in the Workstation.
Fixed a grammar issue when drinking too much water.
Fixed an issue where the Voodoo Totem was not properly applying to players.
Fixed an issue where Water Barrels were classified as enemy foundations.
Fixed an issue with Cotton and base Fibers using the same icon.
Fixed an issue with Chert and base Flint using the same icon.
Fixed an issue with Rushes and Bark using the same icon.
Fixed an issue with Crude Oil and base Oil using the same icon.
Misc.
Increased Fertilizer stack size from 99 to 100.
Increased Rodent stack size from 1 to 10.
Increased Bottling Station inventory space from 70 to 300.
Added missing text descriptions.
Added items for all holidays to the Holiday Vendor.
Added a Unicorn costume to the Cosmetics Vendor.
Removed the ability to place Chairs on the seafloor.
Enabled Fog of War on official servers.
Removed ability to build inside Power Stone caves.
Removed enemy spawns inside Power Stone caves.
Increased performance on several structures.
Xbox Only
Fixed Xbox players crashing when viewing tame info while tames are mating or gestating in a tame structure.
Fixed an issue where Xbox users lose controller and keyboard functionality on the main menu when switching controls in-game.
Fixed an issue where a crash occurs for Xbox players when an unclaimed baby is in a tame house.
Fixed a crash that occurred when scrolling through the menus quickly.
Final Note
Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed.
As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! :)
While we're in the lull after a wonderful Friendship Festival Event, we have some quality-of-life updates that we would like to share with all of you wonderful Dragon Trainers!
General: • Fixed an issue where Players can enter the Hatchery while mounted on a dragon • New default Face Decals and Scars have been added to Character Creation • Fixed an issue with player shadows not displaying correctly • Dragon customization has been updated to only display available skins for the currently selected dragon • Game Settings have a new look with some updated features
It's nearly Wednesday and you know what that means! We're back for our weekly Wild Warfare Wednesday matches, and this time there will be no target practice (please don't shoot me).
Special Instructions
(March 15) event will run from 3:30pm EST until 4:30pm EST
This game mode will be a rotation of Stomping Grounds, Control, Asset Assassination, and Team Annihilation played through our various game matches
Please join the server "Devs + Community Jam"
Everyone is welcome to join - this is crossplatform
Prizes for Joining
2500C// sweet sweet credits to buy yourself some luxury guns, decals, and skins in the Black Market
As a reminder, we run our in-game chats over Discord so if you’d like to join the action feel free to enter the voice chat with our dev team and community!
Thank you for your ideas and help to improve the game!
List of changes:
Brand new Main menu
Added notes from Hildegarde in all rooms (I did not have the time to properly write and implement these story bits and the game felt unfinished without them)
After extensive testing, Chapter 6 is now available on the live branch and ready to play. Continue to follow Joan across the lake and into the Abandoned "New Fir Silver Mine" to discover the secrets held within...
Some major surprises await inside the mines for those bold enough to venture into the cold depths of it's tunnels...
This Chapter has several achievements tied to it, including another collectible to find. Make sure to keep your eyes peeled for them!
As always, we recommend you to play the chapter for the first time with infinite lives. However, don't forget we introduced the checkpoint system, so should you fail, you can reselect the chapter and press continue in the lobby to start at the nearest checkpoint
What Else Is New?
For those keeping up with our devblogs and discord, you will know that the next major update will be aimed at improving the case files. We brought a couple changes forward, including a new submaze in the unkept hedges (to help break up all that long grass people keep telling us to mow!) and several back-end changes, including a reduced chance to get the same cosmetic repeatedly.
We've also included three new character models, one being unlocked once you complete the game!
Bug Fixes Too?
We've cleared off all but a few minor bugs from our tracker; if you had a problem with something prior to this update, it's likely fixed now!
Come Join The Discord
Looking for people to play with? Looking for one specific cosmetic? Need help with a chapter? Our discord is a great place to meet new friends and achieve your Labyrinthine goals! We even chat openly with players on the regular too!
And finally, make sure to check out our Merch store, it's been updated recently with even more products. You may see something that could be a great gift for a friend!