This is a small update to address some more feedback that we’ve received. Level 9 should be slightly harder now, one of its mechanics is clearer, and another endgame mechanic was changed. In addition, we’ve fixed some bugs: a freeze when a player character is killed by an Archer, and some minor late-game issues.
- Fixed Sinner Ending - Optimization on Quit Game so it can quit faster - Stereo's lights are now on at the start of levels if level starts with music playing
Since most of our team was on vacation this week some departments won't have updates this time around. But we will get new cool progress next week.
Level: Vacation.
Code: Sandbox: Upgraded the Events Controller with an added event-centric view of all of the events in your scenes. This window will also allow you to delete, rename and test your events, as well as setting breakpoints on a specific event to pause execution when it is hit. Selecting an event will also show all objects dispatching and receiving that specific event.
Further work on the Way Net system.
Added physical Chain and Droop Props to spice up your scenes
Character: Remember the WIP image of Rad from the 07.07.2023 development update? Since we needed two Rat Kerpali and a different artist worked on each of them, that Model ended up becoming the other character: Fingers, a lowly old beggar that you can find in the alleys of Apoc.
A nurse outfit for the galactic ranger faction is in its final stages of development too.
Take a look at these concepts for future character outfits such as Fingers’ beggar rags and other Apoc dwellers attire.
The upcoming update 0.18 "Dirt & Drivelines" will be slightly changed into "Dirt & General improvments" as we want to take a diffrent approch to implementing the new handeling and gearboxes etc, and we really want to get the Dirt update with the gameplay options out without dragging on for months, We do need a couple of weeks to test the update but then i estimate it will drop on 22/23th September
Thanks for being patient!
What we are working on & testing that will be included in the update:
*improved dirt handeling *Improved dirt lock *Manual dirt lock *optional bulk mode *Gameplay options *Gamepad buttons are now named "X button" for example instead of "Generic Button 1" *Axis are now named "-Y axis" for example instead of "Generic axis 1" *Ctrl hints now actully show what is mapped to them *Improved visual design to make contrast better
We stand on the precipice of darkness, a silence so profound it chills the soul. It's been a while since we whispered our last update, and we understand that your curiosity has been gnawing at you. But fear not, for this silence has been the crucible in which we're still forging Dark Fracture into a nightmare that will terrify you.
The Art of Silence
Why the silence, you ask? It's a question we've pondered deeply as we used to post updates way more often. Our dedication to this enigmatic silence change stems from a profound respect for your anticipation. We believe that sharing only when we have substantial, mind-bending horrors to reveal is our sacred duty.
The Twisted Unveiling
Now, the time has come to pierce the veil of silence. Our new trailer that we have just premiered at Fear Fest: Black Summer 2023!
But that's not all; Dark Fracture is officially slated for release in 2024. We understand your thirst for specifics, for a roadmap through this labyrinth of fear. Rest assured, we will soon share more, peeling back the layers of our twisted creation.
The Labyrinth of Secrets
Within this labyrinth of secrets, we appreciate your patience. The desire for details gnaws at us too, but bear with us a little longer. Until then, if the trailer sent shivers down your spine, we implore you to add Dark Fracture to your wishlist and share your thoughts with us! Your voices echo in the abyss, and we cherish them.
The Darkness Beckons
As we delve deeper into the abyss, remember that the silence has not been a void but a canvas. It's been a canvas upon which we've painted our most intimate fears and hopes, a canvas that protects the very essence of Dark Fracture.
Until next time, at the body farm, Twisted II Studio
Programming and internal playtest phase has been completed, the game is in the beta-test phase and will be released on September 22, 2023. Add it to your wishlist and try it to know our main character Annelise, who makes her debut in the gaming world. Annelise will be the protagonist of the demo 'The Pyrite Talisman', arriving in the next few months and if there is sufficient interest, of the full game Telluria: Forebodings, scheduled for the end of 2024.
Telluria on {LINK REMOVED}Steam Support Us on {LINK REMOVED}backerkit to build together the Fate of Telluria
The game now has much more useful tooltips for buildings, resources, recipes, quests, and research. Hover over the label of an object and a tooltip will pop up showing you what it does, what requirements are needed to unlock it, and what other things depend on it. There are clear indications when an object is exclusive to a particular biome.
If you click down on the label, you can pin the tooltip and then navigate around it. For example, in the screenshot above you can click on any of the buildings, items, or research to show you everything you need to know about that other object. In this way you can navigate through pretty much anything in the game.
Balance Changes
Made the unlock process for natural resources & farming / prospecting more consistent. Now, each natural resource is unlocked based on completing a quest. For globally available resources (Grain, Rock, Water, Iron Ore, Coal, Copper, Silver, and Gold) those quests involve reaching a target level in any town. For biome specific resources those quests involve reaching a specific town level in that biome. As soon as a natural resource is available, its basic Harvester Hut recipe will unlock as well. However, all Farming and Prospecting recipes are unlocked by separate research. Legacy maps that have already produced those crops / ores will have their prerequisite quests and farming / prospecting research automatically marked as completed.
As part of the standardization process above, the Water Bucket research (previously required to unlock Water) was removed and replaced with a quest to reach a certain town level
More research is linked to requirement of unlocking a natural resource. This requirement is calculated globally, so unlocking the natural resource in any biome will count as unlocked for all biomes
Many Research recipes that previously required prerequisite research now simply require the input ingredients to be available - this allows players to complete advanced research via trading, instead of having to perform a bunch of basic research first.
Cost of Jeweler building changed from Blue Coin to Red Coin
Refined Plank, Refined Stone Brick, Animal Feed, Wood Axe, Nails, Refined Sugar, Pickaxe, Ruby Ring, Sapphire Ring, Amethyst Necklace, and Topaz Crown are unlocked globally and permanently via quests (to produce specific amounts of predecessor items), instead of needing individual research at every town. The recipes still need unlocks of the building that produces it and in some cases a research that unlocks the category of item (e.g. ‘Gem Jewelry’). Players who have produced one of those items in any of their towns will automatically have the prerequisite quest marked as ‘completed’.
Cactus Jam also now has a quest prerequisite (did not previously require research like the above recipes)
Quest to produce 500 of all 4 jam types increased requirement to 2500, and the 4 jam recipes must all be unlocked in order to display that quest.
Quests to reach certain town levels now show the progress bar in terms of total cumulative XP earned vs. total XP required to reach level target, to give a more accurate display of progress towards the goal
Removed quests that permanently & globally completed some research, instead, many basic research recipes are completed automatically in secondary towns
Increased cost for all Storage Capacity upgrades
Minor Improvements
Added detailed tooltip when hovering the Workers count on the main menu header
“Metal” research has been renamed to “Forge”
If player attempts to navigate to any object that is locked due to a research requirement, that research requirement will be highlighted directly (even if that research is locked). Previously the game would navigate recursively to whichever root research requirement was unlocked, but that made it difficult to trace back exactly what research needed to be completed
Clicking the recipe icon of an item that is locked due to a biome town level requirement will navigate to the World panel, or the prerequisite quest needed to unlock the World panel
Background images have been blurred in order to be less visually distracting
Adjustments made to currency details at top of the screen. First, they were not displaying “Attempted production/consumption”, which more accurately reflects how many coins are being spent per second. Previously they were showing “Actual production / consumption”, which has a floor of zero. Secondly, if the currency is fully depleted during the simulation frame, the count now displays as zero. (This is the same logic that regular inventory items use). In some cases the actual number of coins may be nonzero based on those generated during the simulation frame, but it is confusing to show those as it looks like they’re not being used.
Removed particles on reward panel (was not overlapping correctly with new tooltip guide)
Bug Fixes
Very large negative numbers would not show with magnitude suffixes (K, M, B, etc)
Clicking the ‘Workers’ icon on the top of the menu would navigate to Harvesting panel
Infinite research “Omnistone Sell Value” required only Mana Reactor when it should have required OmniTemple
Quest to produce Cake and Berry Cake was appearing before Berry Cake was unlocked. Also increased the target production requirements for this quest
Laboratory, Study, and Mage Tower did not display their produced items in their tooltip
Some omnistone speed boost upgrades were not listing their effect in their tooltip
Individual upgrades were appearing in the quest reward notifications before the upgrades panel was available
Some quests would display a less important reward in the quests panel than the primary reward
Completing some quests would show rewards that weren’t actually unlocked yet
Newly unlocked production building headers would sometimes show the ‘add’ button as inactive when it was actually possible to create a new building
Inventory details for currencies were showing the limit as a large number, instead of “No Limit”
Thank you for reading the news! We work tirelessly for you to show our products as soon as possible, and your requests and likes will help us make the process 100% 😎