I figured it was a critical step and much needed for us to migrate White Wall to the latest version of Unreal Engine 5. With this version, we can utilize technology such as: - Lumen - Nanite - Chaos physics and many more!
- Isolated the demo from the main build - Created three quests to follow for demo purposes. One main and two side quests - Updated the inventory screen, when the user equips a weapon, the weapon is already raised when lowered is ‘true’ - Added gates to the event ticks on the AI (NPC). The gates open when the player gets close enough and then close when the player is too far away. This resulted in a 100x performance increase. - Upgraded the demo to UE5 - Upgraded to Nanite - Added XP earnings to output log - Tweaked earned XP multiplier for enemy kills (It was way too strong) - Updated the primal’s projectile, now has physics enabled so the player can hide behind cover - Other bug fixes and various UI updates
Special Thanks
Thank you for your interest in White Wall™. I'm excited to announce the development of this build as I've worked on it for some time now. An upgrade to a new engine isn't always as seamless as one would hope and this wasn't a walk in the park. Along with the outstanding new features of UE5 came some growing pains, but rest assured, I have tested the build time and time again to catch any issues I could find.
The update opened up a new way of structuring some of the resource-draining assets and classes, this helped me pave the way for a more efficient design in the game.
All static mesh assets are using Nanite, the vehicle system is using Chaos and the entire Map is using Lumen. I hope that White Wall feels and looks better than it did in the previous version, without losing anything that makes it unique. Please take a moment and view the images below to see the real difference Unreal Engine 5 makes with White Wall™
- Davyn Lasswell - FiendStudios LLC
The updates don't stop at the engine!
We redesigned an entirely new demo to play! We focused the construction of this demo around a 'sandbox' mindset. There are three quests to play, one main and two side quests. The goal of this demo is to give the player a full experience of White Wall and a taste of what the final game may be like. You can expect most of the mechanics included in the demo to exist in the main game.
A server patch will be carried out. A disconnection will happen during the server patch. Please restart the game to download the latest version after the patch.
▣ Server Patch Schedule – February 21, 11:00 ~ 11:10 (UTC+9) – February 20, 21:00 ~ 21:10 (UTC-5)
▣ Server Patch Content 1. Extension of Awakened Employee Banner Schedules for a week.
We're thankful for the feedback we received and we're working on adressing some of them. This game was always supposed to be tough to master but from what we've gathered we've overtuned the difficulty even if just a little, we've updated a few things to make them a little better and we will continue to make changes if they're necessary.
Thank you for the few people that showed genuine interest in the game and believes in its potential- we know this game is rough around the edges but we believe in the game's potential more than ever after the kinds word some of you shared.
We missed the timing to do an announcement post on the last update, in fact, you might have played the demo on the 1.0.4 version. We're sorry about that. Regardless, here's all the changes for both updates:
1.0.4-
Changed Lucia's room to make her daggers have better contrast against background, this may be revisited.
Changed barbed wires to have better contrast against the background.
Fixed activation platforms being out of reach on second level.
Made Grunt's (Green headband enemy) projectiles a little easier to dodge.
Increased Grunt's projectiles's charge time, making it easier to stun them out of it.
Removed AOE from Ghoul's (Sewer enemy) daggers and made them a little more manageable to dodge.
Made aim with lock-on turned on a little more obvious- We'll continue to improve on this aspect.
1.0.5-
Added "ghosts" on the tutorial that provide a visual demonstration of the currently activated tutorials.
Increased the size of the arrows symbols in the kits menu and on the top-left of the screen.
Some small level design updates and visual changes.
Everything is still subject to change and any and all feedback are still very much welcomed. Thank you!
Fixed an issue where creating new rooms in/adjacent to rooms with elevators would sometimes break elevator connections and make rooms unreachable
Don't forget to join us on our Discord where you can chat with other fans and the devs! Or visit our voting/suggestion platform to vote on and suggest features.
We want to thank everyone who helped to make Next Fest a huge success!
Over 52,000 scientists gave it their all! Thank you for playing the demo for Abiotic Factor. We saw a lot of awesome bases and followed tons of streamers on their adventures through the GATE Cascade Research Facility. We've seen some incredible creations from the community.
Thank you for all your support! Your passion and energy gives us energy.
We Want Your Feedback!
If you have not yet left playtest feedback you can do so by filling out this form: Feedback Form The form will be open until February 26 at 11:59 PM PST.
See you in May!
Abiotic Factor will be releasing on May 2nd, 2024. We'll be making an announcement about the release method and planned price very soon, so keep your eyes peeled.
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Hello Researchers! It's about a year since Research Story launched into Early Access! 🎉 Initially, I planned to reach 1.0 at around 1 year after the EA release, but the scope of the game grew and it will take a bit longer to get ready. While I work on larger content updates, here's an Anniversary Update (v0.7.11) that has some of the common player-requested QOL features! I hope you enjoy these additions.
v0.7.11 Update Notes
New QOL Features & Content!
- Added random name generator for creatures. - Added a 'Move' button for Creature Pens. - Added Shoulder Bag! Buy from the General Store for 8 additional slots in the inventory. - Added Iron Chests, which can store more items than normal chests. Can be painted. - Added Item Signs! Sold at the Carpenter Shop. Can be painted. - Added Paths! Paths can be crafted and placed outdoors. Sold at the Carpenter Shop and Stoneworks. - Added Wood Path. - Added Darkwood Path. - Added Stone Path. - Added ability to hold RMB to pick up Fences and Paths quickly. - Added new SFX for footsteps for grass, wood and stone paths. - Added Darkwood Plank.
Additional row of inventory slots (unlockable).
Decorating with some of the new items!
QOL & Balancing Changes
- Item price and materials required can now be seen in each row of shop items. - Crafting Stations (Composters, Forges etc.) now drop items near the player instead of towards the bottom of the station. - Added new Job Board Requests, and adjusted existing requests. - Job Board Requests now take seasons into account. - Increased Ruby and Gilded Gem spawn rates in the Lava Mines, especially when you go deeper. - Increased Emerald and Sky Quartz spawn rates on Floors 55-59; - Changed some plant and creature spawn boundaries in the Mines. - Improved UX for Recording Station UI. Scrollbar would no longer refresh every time the Books Menu is returned to. - Tiny Flower can now be used to make Kelp Fertiliser. - Tiny Flower can now be used with the Dehydrator to get 1x Fiber. - Yellow Blue Fur can now be used in the Spinning Wheel. - Yellow Blue Fur and Glaciroll drops can now be used with the Composter. - Hard Stone now works as a stone instead of a material in the Magic Forge.
Rhea requesting for Hydranbear in Autumn.
Fixes
- Fixed a bug with fishing where the player reels in nothing even though they clicked while the exclamation mark is showing. - NPCs who are sleeping will no longer react to the Bell. - Fixed a repeating dialogue by Sesame. - Player right clicking on a creature and a placed item will prioritise the creature. - Fixes for clashes between fishing and opening of chests. - Fixed being able to open chest and Autofeeder inventories at the same time. - Fixed being able to open Feed Crafter/Bait Press and Autofeeder inventories at the same time. - Fixed being able to use drill at the bottom of the Mines (Floor 80). - Fixed a bug where item prices are not unlocked after shipping. - Fixed a bug with Sun Lamp + Sprinklers combination that causes some normal sun lamps to work as higher-tier sun lamps. - Fixed a bug that caused some Gloomberries to stop regrowing. - Fixed a bug where Lisa's name shows "???" even though player has already met her. - [CN Localisation] Fixed some translation errors.
Controller Updates
- Fixed being able to talk to nearby NPCs while fishing, which causes a softlock. - Changed the default option to "No" when returning to the surface of the Mines. - Fixed reading signs while trying to fish. - Fixed talking to NPCs while trying to fish. - While the player is facing the water with fishing rod and bait, fishing is prioritised. - Improved UX for Shops. Items are automatically selected without having to press 'A' first. - Improved UX for Recording Station UI. D-pad can now be used for selecting books.
Steam Deck
- Fixed duplicate buttons on the Main Menu (Language and Discord buttons).
Remaining content updates for Early Access
Here are the key content updates I wish to complete before 1.0 is ready:
More content for romanceable NPCs, including Orange & Red Heart Events
Other life-sim mechanics, such as Cooking
End-game content: Legendary Research, Marriage + Married Life Events
Misc: Side Quests, more decor items
To all our players and fans, thank you so much for all your amazing support on our journey! When I first started developing this game, I thought I'd make a small game over the span of a year. I worked on Research Story almost daily, and before I knew it, it's been over 3 years... But I still remain motivated to build it further - both because I enjoy the process, and because of every bit of support that you've showed along the way. We wouldn't be here without you. So really, thank you! 💗
In the meantime, I'll continue to make the game the best that I can. As usual, I'll be here if you have any questions, comments, or feedback! Have a great week! :)