Atlas Fallen has been out for a few months now, and we'd like to express our gratitude to everyone who has played already!
We've been carefully reviewing your feedback and reports about Atlas Fallen, and have released several patches to improve the experience in the last months.
We’ve noticed some players expecting the support to dwindle in the coming months, and we wanted to be clear about that: Our dedication to Atlas Fallen continues and the team is hard at work on a more ambitious update bringing important tweaks of the core experience next year, as well as new content.
This includes new mechanics, additional essence stones, additional level, a heavily reworked intro, and more! We'll be sharing more information starting next year.
Once again, a sincere thank you for your unwavering support. We can’t wait to share more about what we have cooking!
Balanced game to adjust for enemy level scaling. They will scale a bit slower so it’s easier to follow with your own gladiator levels. But difficulty settings will have a bigger effect so you can still make the game pretty hard if you want. I will soon go through all bosses and adjust their damage. Idea is to get them to allocate a bit more points into health and less in damage so more fragile teams have a chance.
Best Friend and Undergrowth Pet items are buffed to summon higher level units.
Went through all quests and made sure all boss fights are giving boss rewards including Universal Item.
Also we’re getting close to finishing the After Battle Stats feature. Once it is ready we’ll release it in the Beta Branch for anyone who wants to check it out.
1. Use the [Left, Right] keys to move Levi, your fruity friend. 2. Press [Space] to drop the fruit into the box. 3. Combine two fruits of the same kind to level them up. 4. The game ends if the fruits spill out of the box.
- There are 11 delicious types of fruits. - Level them up from left to right as shown in the image. - Combine fruits strategically to create watermelons and fit more into the box.
Note: Rankings are updated every 1 hour(s).
Note: Rewards will be sent directly to Gift Box
- The season concludes every Monday at 6AM. during the event period. - Ranking is calculated from 6-7AM, and the game cannot be played during that time. - Rewards will be sent to your Gift Box at 7AM the same day the event ends.
- Final overall ranking rewards will be distributed at 7AM after the event concludes at 6AM.
Best of luck and may the tastiest fruits be on your side!
Just in time for the holidays...again! This patch addresses a small handful of minor issues, as well as updates the effectiveness of some status effects for a more balanced experience.
Full patch notes:
Reduced the length of the Grounded status received from the earth projectile for most enemies. (From 5 seconds to 4). The following enemies are left unchanged: Vile Flower Fungal Creature Dweller Flycicle Clinger Lava Tentacle Drone Pulse Fly
Reduced the length of the Stun status received from the electric projectile and electric radius for the following: Vile Flower (From 8 seconds to 5) Fungal Creature (From 8 seconds to 5)
Increased the length of the Stun status received from the electric projectile and electric radius for the following: Pulse Fly (From 2 seconds to 3) Soldier (From 3 seconds to 4) Final Boss minion (3 seconds to 4) Endgame Saboteur (From 3 seconds to 5)
Updated collision area for Pteracarrier.
Fixed bug where player would take fall damage immediately upon starting a new game.
Fixed bug where fall damage immunity would not be properly reset upon the player respawning from falling into an inescapable pit.
Fixed bug where player could teleport past the trigger areas that determine if the player has fallen into an inescapable pit using the Aether power.
Fixed bug where player could teleport past water bodies using the Aether power.
Fixed issue concerning in-game map where rooms with a lock on only one side of the room would be covered up by neighboring rooms in the in-game map, affecting readability.
Fixed bug where a rock could be stuck floating in front of the Saboteur's face. (So long, pet rock!)
Fixed bug where Defense Turrets would never perform large fire while frozen.
Fixed bug where player and player's projectiles could sometimes have their movements interrupted by Defense Turret's projectiles.
Minor visual fixes
You can verify you're running the correct version of The Future Project at the main menu. The text in the lower right corner should say "v1.1.2".
Localization is currently not completed and i highly recommend using english for now. I simply left the localization in the game to show that it is being worked on. Give me 3-4 days and it should be up and running.
Since the speed of graphics cards has increased significantly in the last two years, I was able to double the speed of movement in the virtual world. On older GPU in VR mode this can lead to a slight shake in the image, but this disappears when stopped.