+ Stone Crate. This is a primitive storage item able to store items without needing to research the storage tech, but can only store 4 slots, so players are still incentivized to research the storage tech. + Wooden Crate, same as stone crate, and can also store 4 slots.
Quality of life
+ Double clicking on an item in the inventory will automatically gather all identical items that's less than that item's max stack size to make it easier to combine all stacks of items. + When on the spaceship, heavy items are colored a darker shade of red to make it easier to tell which items are weighing it down. Note: Haven't implemented this for the spaceship's inventory yet.
UI
+ When on the spaceship, it'll now display the gravity in m/s² on the bottom left.
Other changes
~ Reduced the size of the bouncy text by 2 / 3 on each dimension to make their shadows less intrusive on worlds like Luna with many of them. ~ The tool swinging sound effect will now vary depending on the atmosphere of the planet. If there's no atmosphere like on Luna, the sound won't play, but on thicker atmospheres, it makes a louder sound.
Bug fixes
Exploits
Using the mouse wheel on items can make the slot or mouse item's count negative, and the other have more than before, allowing for even easier duplication than in the last update.
Other
Floor tiles will reappear after moving to a different chunk position, even when the player mines it.
Floor tiles with tiles above sometimes not saving.
Hovering over an item in the crafting menu when the player can afford the recipe can sometimes color an item red with more than one slot being the same item.
Mining cave entrances will make the plant mining sound effect, it's been switched to a stone mining effect.
Transliminal: Beyond The Backrooms - Spatial Quotient
I'm very proud to present the third major update to Transliminal. Enjoy your stay at the Hotel, perhaps forever.
New Additions
Check in to the Hotel - Explore an all new vast and luxurious liminal space.
Find Keys to places once forbidden.
Collect a mysterious sketchbook and retrieve its torn out pages among other documents.
New voice lines for new areas and new circumstances.
More procedural patterns added to Level 0. (Less dead ends in pristine areas.)
New music in some environments.
Phone call number UI popup
Watch a new show with TV Bob.
Duller creatures creeping.
New exit structure
Fixes
Tapes play sooner
Elevators arrive sooner
Ongoing subtitle timing fixes
Fixed wet step sound playing on inappropriate surfaces.
Raised some upper level walls that were clipping.
Score no longer plays when cassette tapes are playing.
Character no longer makes unprompted comments when cassette tapes are playing.
State Of Progress Transliminal has had new Levels, Entities, and Features introduced with each major update. And While development is going well with progress being more productive than ever, it hasn't happened as fast as originally projected. Transliminal will not meet its original projected 1.0 release by Halloween of 2023. Games take a long time to make. And making great games takes even longer. Especially when you are a solo studio of one like Spatial Quotient is. I will continue to work diligently to develop Transliminal until it has reached the criteria to be released from Early Access. And beyond! For as long as it takes until I am satisfied that I have made the best liminal horror backrooms experience I am capable of. There are still two more endings to be added. As well as some exciting new equipment that will unlock new game mechanics and entities to encounter. There are also MANY new levels to still be added. In the next major update expect more fan favorite levels such as The Playgrounds, and RUN! I'm excited to introduce some truly unexpected things in the months to come.
Fixed an issue where loading in from a portable checkpoint flag would rarely not load the correct music or lighting under specific conditions.
Fixed an issue where menu button text would permanently be stuck changed when [REDACTED] if using mouse + keyboard input.
Additions and Changes:
Altered the method of [REDACTED] Ocnus Ritual, to make it easier for those with restricted file access. There is now an in-game method.
Reduced the length of time that menu button text remains changed when [REDACTED].
Added some additional dialogue for when the Ocnus Ritual is [REDACTED].
Adjusted the placement of one some of the geometry at the very start of The Lower Abyss to avoid unnecessary confusion. It’s now a lot easier to tell where you should be going.
I found another a critical bug that made the humans that came from portals stand still and not advancing towards your base (unless they were outside the fog of war)
I'm pleased to announce that in two months from today (by january 8th if all goes according to plan) we will press the magic button and release the Early Access version of Archaelund on the Steam Store.
This first release will feature the initial chapter of the Archaelund's main quest, plus a large region to explore freely with plenty of side-quests, dialogues, challenges and secrets. By our estimates, this means 12-15 hours of content.
We look forward to add more of the beautiful areas we've been working on, and let you explore all the secrets of Archaelund, but we believe it is better to limit the initial content until the areas have been properly tested and given the detail they deserve. Of course, once you purchase the Early Access version, you will get all the future updates of the game at no extra cost.
The Early Access already includes a good measure of Archaelund's rule system. There are five playable races, fifteen careers, fourteen skills, over 60 Talents (unique abilities), and over 50 spells. All of this to cover just the early levels of character development.
I'm immensely excited to share Archaelund with the players, and we count on you to make this game better. Don't hesitate to ask any questions in the Steam Discussions, or at our forums.
After some time I decided to change a lot things in the game, I added a dynamic weather to give more suspense with night and fog factors. I also improved the shooting with more effects and enemy reactions, also changing the speed according to the difficulty choice.
The game is set to be released in November 6 as Early Access on Steam. My idea is to bring a good game start for a very low price. With time, my plan it to keeping improving the game and adjusting the price.
Take a look on the new Trailer and new Screenshots. Feel free to ask me anything, hope to inspire others and keep developing games for the rest of my life. Thanks
If you want, you can also subscribe to the newsletter on the official website to get a chance to win a game key on the launch day. https://www.cyborg3003.com