Following the recent launch of version 13.2, we would like to gather a more detailed insight of the game's current status. In this survey, you'll find broader questions compared to those in the 13.2 survey.
Fixed a chair that people were getting stuck on. Fixed the entrance door not appearing to be open for all players. Adjusted the difficulty and game progression.
Make sure you download the new update or you might not be able to join the lobby with other players. Sometimes this requires reopening Steam.
English ############Content################ [Cave of Mountain Keao]New location: Dr. Kyoryu's Research Station. [Dr. Kyoryu's Research Station]Added a set of alchemy devices. [Butterfly]Once you reach Dr. Kyoryu's Research Station, you can use the butterfly wing to teleport to that location from anywhere in the Cave of Mountain Keao. [Dr. Kyoryu]Dr. Kyoryu now appears in the game. The first time you get near to him a short story will start to play. [Dr. Kyoryu]Dr. Kyoryu comes with an assistant, she will provide you with some pet services. [Marinas]Random townfolks may talk about rumors about Dr. Kyoryu. ############Debug################# Fixed a bug that all Cave of Mountain Keao areas were incorrectly marked as outdoor areas. They are now marked as indoor areas. 简体中文 ############Content################ 【柯奥山洞穴】新地点:恐龙博士的研究站 【恐龙博士的研究站】加入了一套炼金设备。 【蝴蝶之翼】在你首次抵达恐龙博士的研究站后,你可以用蝴蝶之翼从柯奥山洞穴内的任何地方传送到恐龙博士的研究站。 【恐龙博士】恐龙博士现在出现在游戏中,首次靠近他的时候会有一段剧情自动播放。 【恐龙博士】恐龙博士有一个助手,会提供一些基本的宠物服务。 【玛丽娜斯】随机的村民可能会讨论恐龙博士的传闻。 ############Debug################# 修复了柯奥山洞穴被错误标记为室外区域的Bug, 现在它们被正确标记为了室内区域。
Finally we have some updated gameplay screenshots from the first 3 levels. These a good indicator of the shooting combat gameplay. The game will be mainly set in an indoor/underground environment so it was important for us to get the lighting right. Currently we are planning to have these 3 levels in the demo, due out very soon. Also one or two surprise features in the demo. Please let us know what you think of the screenshots, and spread the word if you can. Thanking you all Hanz Solo Dev
We’ve finally rounded off our first content patch for The Aching. It’s been a bit hectic on our side of things with life seemingly throwing everything it can at us all, but I’m happy to say we persevere and “Burden of Memory” is finally ready for the public.
This content patch is only about 50% new game content because this also sees us moving over to our heavily improved Gorgon Scripting Engine 2.0. The new engine now supports a full blown MPU-401 driver with sound data configured for both General MIDI and the eponymous Roland MT-32 MIDI Module. Our configuration defaults to Tandy mode still as MT-32 emulation would require ROM images that are still to this day copyrighted and we don’t have permission to provide them with our game. You may be wondering why we don’t default to the General MIDI soundtrack and that’s because we can’t guarantee that a modern platform actually supports GM emulation.
We’d also like to point out that there is a shiny new PCM sound driver that supports the Tandy DAC, Disney Sound Source, and even the original Sound Blaster sound card! All three of these are supported by emulation but as they all also sound the same in play we defaulted to the Tandy DAC as we’re already defaulting to Tandy video and Tandy 3 Voice music.
These additions bring the engine up to our original target experience!
This update isn’t just minor bug fixes and engine improvements though. Oh no! We’ve hidden new rooms, new items, and even a few new puzzles! We hope you enjoy exploring the world once more as you search for the new additions. We’d like to point out that the critical path is unchanged, though now there are alternative solutions to some of the progress gates, including the ability to complete the game without ever suffering any harm!
Can you lead the Acolyte to the city on the horizon without getting them hurt??
Alright so lets get the big thing out of the way. The new level is going great. It should be ready next week with alot more bug fixes and a smiler remake. Regarding this patch, A lot of thought went into how to make the game more easy to understand. I added some new UI Elements and made a HUB for when you are about to enter the backrooms. This hub has instructions written on the wall and the machine inside the room has been replaced with a big door with a exit sign.
I added alot of quality of life features. Gamma settings and the game now saves your settings once applied. A circle should also appear if your near an object you can interact with. A lot of bug fixes as well.
I added a VERY Early Version of a monster called the mannequin. I promise you this. you will not be afraid of it. This is not the final look. As for monsters, the party goer, smiler, ocean hands, and the new mannequin are the only ones roaming the backrooms for now. The rest are not following the code and cause the game to lag so i have to look into that.
There are now also DYNAMIC SPAWNS. this goes for monsters and items.
Overall this patch was another one focused on Bug fixes and quality of life rather then content. The next update will be content driven for both new ways to make money and the new level.
Here are some pictures on the items im working on and the new level.
* Added a info bar when placing objects. * Added a roaming hazmat in lab. (Early version) * Added a prompt for interacting with items in Hazmat. * Added a reminder for the shop about locked items. * Raised Prices of Resources, Modules, and items. (Making money was too easy) * Raised Upkeep cost while adding in ways to avoid paying. * Added a early version of mannequin. * Added HUB * Added Dynamic spawn for Random Items, Servers, Lockers and other things. * Added a gamma setting to options. * Added Save game settings by hitting apply. * Added Dynamic spawn for monsters. * Reduced Spawns for Pictures. * Lowered Battery and Stamina Default. * Added Exit door * Added Safe icon to UI. * Added Feature for Dropping items. * Added Prompt for Wrench and first explore. * Added Descriptions to tons of UI Elements.
* Fixed Inventory building getting you stuck if used. * Lowered Sound for director when speaking. * Fixed Return screen not counting proof on person when left through door. * Enlarged safe box to cover HUB. * Fixed Camera sometimes clipping through the floor when using Proof Submission. * Moved Proof and locker to hub.
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Base
Players as you know also will have base. We will provide different variations for players to pick. After finishing the intro player would choose from 3 types of bases, every one of which would have its own bonuses. Hidden cave base would have an opportunity to have an additional entry spot on the global map, which would provide more flexible looting, but it would take more resources to build something in the cave as well and it would be more expensive to maintain the cave base. The second variant is the farm base which would provide food and water, the farm base would be the most balanced in terms of cost and maintenance, using this base players would less think about the base itself since the base is self-sufficient enough. The third is industrial base, this is the best option for players who like to build and manage the base, the industrial base would be placed in an abandoned factory which would provide additional production capacity, but this type of base would require fuel and electricity to be sufficient, the best option for crafting and building fans.
Craft or buy
We are working to make craft not only the way to craft yourself something good but also the way to earn money. If you have merc who is good at crafting you would be able to advance his skills and as a result, he would be able to craft top-quality gear. That gear can't be bought from NPC traders, so the only way to obtain this kind of stuff is to craft or buy it from other players. Also, we are working on new ways of player interaction, which will allow us to lease the craftsman to other players, yet another way to earn money without killing. Basically making mercs your most valuable assets, losing them would be a big no-no.
That's all for this week, have a great weekend folks! ;)