• Added cold iron ore to Roland and T-RZ after level 10 • Cold iron ore has a small chance to spawn in level 2 arenas • Riley no longer greets you with her back • Adjusted droprate of various crops • Corrected inventory bug • Skeletons actually drop loot now • The cold-resistant strain of fungus has been eliminated • Drones shut up when they die • Shaun will summon minions more frequently
I'm back and so is Cards We're Dealt! I've got a new update here today adding 3 new cards as well as providing multiple bug fixes. I've got more plans in store soon but let me know what you wanna see next! Thanks for all the support!
Changelog:
Added NEW CARD - GOLDEN TICKET (Full Game Only)
Added NEW CARD - KEY COMPASS (Full Game Only)
Added NEW CARD - SHUFFLE (Full Game Only)
Fix desync during level generation in online
Fix various falling under the map glitches
Fix occasional multiple pause menus spawning
Denote passive or active cards on each card in inventory
Fixed “T-rex arms” Perma card enemies couldn't touch players at all
Fixed in multiplayer, if two controller players we're both trying to throw away cards, if they click "A" it also makes the other click "A" and vise versa
Fixed perma cards sometimes appearing twice in hand (was just a visual bug)
On level 3, only reveal the elevator hallway after both keycard and the terminal is linked and can be down in either order now
Minor bug fixes for online
Performance improvements
Made some achievement values easier to achieve (Full Game Only)
Adjusted the outline thickness of all artifact icons to be pixel-perfect.
Most of the artifacts that occur in every [x] event will now count down toward zero, instead of some counting upward and some counting downward. This change reversed the counter for the following artifacts: Gem Grenade, Void Stone, Dagger Locket, War Hammer.
Activation indication is Artifact Icon UI above the Player's Health bar getting bigger and smaller on certain instances. Various activating artifacts now have it.
Added activation indicator for Attacker's Delight artifact when it is activated via creating a last-combo attack type object.
Added indicator for Auto Charge Gauntlet artifact when it is fully charged.
Maximum value of Blood Claw artifact has been added to its description.
Blue Blouse, Yellow Blouse, Red Blouse artifacts will show activation indication when their respective elemental status has been applied.
Burst Gazer artifact buffed by making the time it takes to activate the explosion shorter.
Added activation indicator for Elixir artifacts.
Crossbow artifact will show activation indication on shooting crossbow arrows.
Dual Edges artifact will show activation indication when the blade has been spawned.
Deer Helmet artifact will display the amount of buff the player is receiving, either from the attack speed or movement speed. The number displayed will show the greater of the two.
Fixed an issue with Gem Grenade artifact's sound effect volume issue.
Power Cannon artifact will display the greatest damage dealt to the enemy in between activations.
Increased the effectiveness of Gladiator's Glory (100% -> 150% last combo attack damage).
Added activation indicator for Jester Hood.
Librarian Codex now has numerical and color indicators for its elemental damage buffs.
Crested Helm artifact will show outline while performing a combo attack.
Moon Chain artifact now has an activation indicator on performing multiple last-combo attacks. Fixed an issue where Necronomicon artifact was counting one more than necessary and added an outline to indicate readiness for activation.
Old Mage's Hat artifact now has an activation indicator on casting additional weapon spells.
Pirate Hat will display the critical damage bonus from the critical chance.
Adjusted the behavior of Verdant Armor. Now, taking a hit before its previous healing duration was still in effect will cancel the previous healing timer. Hence, taking a lot of consecutive hits will make the artifact less useful, while it will remain the same for occasional hits. Outline effects have been added to indicate its healing phase.
Added sound effect for Triplet Shield's damage negation, which is the same as the normal shield sound effect. Changed Triplet Shield's indicator from numerical one to outline.
Fixed an issue where the Bunny outfit would not jump properly when performing combo attacks with the Katar weapon equipped.
I'm back and so is Cards We're Dealt! I've got a new update here today adding 3 new cards as well as providing multiple bug fixes. I've got more plans in store soon but let me know what you wanna see next! Thanks for all the support!
Changelog:
Added NEW CARD - GOLDEN TICKET
Added NEW CARD - KEY COMPASS
Added NEW CARD - SHUFFLE
Fix desync during level generation in online
Fix various falling under the map glitches
Fix occasional multiple pause menus spawning
Denote passive or active cards on each card in inventory
Fixed “T-rex arms” Perma card enemies couldn't touch players at all
Fixed in multiplayer, if two controller players we're both trying to throw away cards, if they click "A" it also makes the other click "A" and vise versa
Fixed perma cards sometimes appearing twice in hand (was just a visual bug)
On level 3, only reveal the elevator hallway after both keycard and the terminal is linked and can be down in either order now
Version 1.4.0 is hot off the press - just give me one quick second to close this garage door.
Ah, perfect! 🤘
One of the first highlights this week is that we have changed our version numbers to better match the PS5 updates - the game has been updated on both platforms since launch, but we were seeing some confusion due to the different version number on PlayStation. So what would be version 1.1.5 on PC is actually… Version 1.4.0! Moving forward these will stay the same across both platforms. Today’s patch has landed for PC, and we hope to have approval for release on PS5 by early next week.
Version 1.4.0 - Highlights
Prospective fix for PhysX crashes related to scrapping Bunnies.
Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.
Fixed a progression blocker in The Anomaly Barricade mission where the Overcharger install kit could fail to be delivered to the player.
Community Highlight: You can now open and close the rear garage door with a nearby button!
Community Highlight: Improved messaging of how the save system in Pacific Drive works with a new popup. Expanded Failure/Abandon Penalty options in the settings screen and a new Abandon, Save, Quit option in the pause menu that is available mid-trip. See below for more details on how these work.
Bugs and UX Fixes
Prospective fix for PhysX crashes related to scrapping Bunnies.
Minutemen now do damage again and no longer disappear immediately after spawning.
Side Storage can now be scrapped while attached to the car.
Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.
Dumpster Pearls collected from Beach Balls now correctly spawn items when broken in the Matter Deconstructor.
Side Floodlights no longer have geometry blocking the light when installed in the station wagon’s front right side slot.
“Tab” button prompt for notifications on the right side of the screen is now more noticeable when it appears.
Features and Content
Community Highlight: You can now manually open and close the rear garage door with a nearby button! The button gets enabled once the power at the garage has been restored. The front door still only opens by selecting a destination on the Route Planner, and cannot be manually closed.
Community Highlight: Add new Abandon, Save, Quit option in the pause menu that is available mid-run.
Selecting this option will show a popup asking if you want to adjust the penalty for this style of ending a run (i.e. to provide a more obvious path for users in a “I have to stand up from the game right now but don’t want to lose my items” situation).
After the popup, you will be returned to the garage, triggering a save, and then the game will quit to the menu. When you resume playing, you will be in the garage.
This is in addition to the existing Quit to Menu mid-run pause menu option, which will discard your progress on the current level, resuming at the start of that level when you next load the game.
Community Highlight: Expanded Failure/Abandon Penalty options in the settings screen. There are now 3 separate options: Failed Run Penalty (triggers when dying on a run), Abandon Trip Penalty (triggers when selecting Abandon Trip in the pause menu), and Abandon, Save, Quit Penalty (triggers when selected Abandon, Save, Quit in the pause menu; details above on how this new option behaves). Previously, there was only a single penalty entry in the settings screen. For each of these, the penalty settings now include:
- Lose All Items
- Lose Most Items (Default)
- Keep Crafted Items (New)
- Keep All Items
Community Highlight: Improve in-game information and messaging about the save system. These changes are intended to reduce the unpleasant surprise of discovering how the save system works when you are going to quit the game, which is often at a time when you would lose some progress on the current level.
New popup detailing how the save system in Pacific Drive works will display when players start their first game or when resuming a game for the first time after downloading the patch.
The “time since last save” text is now shown at all times on the pause menu, rather than only when you select the Quit to Menu option (though it will still show there as well).
Add indication of current penalty settings when using the Abandon Trip and Abandon, Save, Quit pause menu options.
Gameplay Balance and Mission Scripting
Fixed a progression blocker in The Anomaly Barricade mission where the Overcharger install kit would fail to be delivered in Oppy’s Pneumatube when returning to the garage.
If your game was stuck at this point, go into the back room of the garage and, if necessary, check the Inbox of Oppy’s Pneumatube. You should find the necessary item on the ground or in the container and you will be able to progress from there.
You can no longer plot a route to The Well after beating the game. Players whose saves got stuck because of this should be able to load them and will be transitioned back to the garage as a successful run now.
Fixed an issue where a car could spawn blocking the ramp that leads to Colossal Cappy blocking progress in the first Sierram mission.
Framerate Selection
On PC versions of the game, you’ll now have the ability to limit your framerate for more stable performance. 30, 60, 120, 240 and Unlimited FPS options are available.
PlayStation players now have the option of unlocking their framerate - under the ‘Gameplay’ menu in settings, you’ll be able to choose between 30 FPS and Unlimited.
Known Issues
These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.
Progression Issue: Players can get stuck repeating the Into the Wilderness: Collect Materials for Antenna mission a few times if they complete tasks out of order across several mission attempts.
Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) install kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.
Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.
Hello. It’s been a while since we last updated you about the state of the 1.4 update. Since then a lot has changed. We added new features to the planned update that will make the update even more worthwhile to wait for. In this post, we would like to tell you more about what we’ve been working on.
More Details in the Environment
One of the new features we’ve been working on is adding much more details to the environment. Before this update, the environment looked empty and lifeless. Because we want to bring you the best gaming experience and because the environment is one of the most important parts of horror games we decided to dedicate even more time to it.
Before:
After:
Before:
After:
We added more geometry into the environments to get rid of the emptiness and we added more decals. This will not only make the levels more detailed and realistic but also a lot more damaged and filthy. We also tried to add mini-stories through environmental storytelling. You might already have seen some of the screenshots that we shared on our social media. We are positive that this change will bring you the best possible experience. Especially in the second part of the game which wasn’t up to our standards when it comes to environment art.
New Narrative Focus
One of the new things is the narrative focus of our game and of our story. We decided to focus the game and its story around the topic of mental health. Our belief is that in today’s society, it’s more and more important to tackle this subject and we want our game to have a positive impact in this area. We are still at the beginning when it comes to the entire story of the game and the topics of mental health.
But you will be able to experience the horrors of mental health in the new 1.4 update. One of the new features is the mental health system. While not related to the story of the demo we wanted to showcase this feature in the demo as it will be part of the story in the full game. We have successfully developed a prototype under the watchful eye of our writer and psychiatrist by trait Zane Sexton to get the most accurate representation and as of right now we are implementing this feature into the demo level and optimizing it.
Website Update
Another small change is our website. The update section on our home page is now properly aligned and we added a new page – Roadmap. On the roadmap page, you can take a look at what we are currently working on and the status of that feature. We will be updating the page as the development moves forward. On the bottom, you can also find the R&D section. This is a section of features that we are experimenting with but that are not committed the in an upcoming update. Right now the roadmap page is made only for the demo given our situation but we plan to expand it in the future for the full game so that you can stay updated.
Future of Localization
As stated before we plan to support localization to other languages than English in the upcoming 1.4 update of the demo. The localization system is now finished. However, given our situation as an indie studio with no funding at this moment it’s hard for us to work on localizing the game and work on it at the same time. We don’t want to rule out the possibility of that happening – the system is in place, it’s just a matter of translation – but we don’t want to make promises either. However, if someone from the community speaks a other language than English and would like to help us with translation please get in touch with us on our Discord server!
Help us Make the Game
In order to finish the 1.4 update to the full extent that we planned we need your help. If you worked in the game industry and have expertise with game development please get in touch with us. Note that at this moment these are unpaid positions.
If you want to learn more you can click on each position or you can visit our studio website where you’ll find a list of all jobs we are currently looking for. If you are interested in working with us you can get in touch with us via email – info[at]pterosoftstudio.com – or via Discord – janbostl.
Thank you for your continued support and for wishliting on Steam. We just wanted to let you know that we haven’t forgotten about you and that we are doing our best to bring you a great horror experience like no other.
It's the final day of the Steam Spring Sale, and your last chance to get Dungeons of Aether at a 50% discount for some time. If you've had your eye on the game or are still mulling it over on your wishlist, make sure to decide before the sale's end at 10am PT on March 21st!
New Map - Dreadnought After discovering the location of the bots Dreadnought sneak on board and destroy it. But beware of the DREAD bots and be on the lookout for DRACO as they will do everything they can to stop you.
New Boss - DRACO The Dreadnought Repair And Cloning Operative is a menacing bot with two bot buddies that guard them. DRACO has the ability to repair and upgrade the buddies and clone themselves. Be prepared for a fight because they are the toughest boss yet.
Additions
Added a tutorial
A small tutorial that showcases the basics of Cyberscape to help new or confused players.
Added General Stats
The general stats section now functions and contains a bunch of small fun stats that track your Cyberscape progress.
Quality of Life
Added item name and description in the item choice menu
Added bot catch up mechanic
This mechanic triggers when bots are really far away from the player. Bots will respawn closer to the player. This should help those situations where the last bot in the round is lost across the map.
Updated music for all bosses
Balancing
All basic units give +25 more credits
Easy mode increases credits per kill by 50%
Bug Fixes
Fixed the interact text for doors, vending machines, power switches etc.
Fixed Phantom reload visual bug
Fixed Demobot visual bug
Fixed Cybernetic Enhancements that chance health and shield from not applying until the player takes damage
Fixed an issue where using a dash ability at a specific time would prevent a bot from spawning
Hope you enjoy the update this one was a lot of fun to make. DRACO is a lot of fun to fight but be prepared they are really tough. As always any and all feedback is appreciated so give me your thoughts on the update.