So, I have another big update for the game. I've been reading over a lot of feedback, talking with players, messing with some different things, etc. Many of the changes you'll see in this list are based on community input. I was planning to have a new district available for this update, but I decided to push this out now and continue working on the new district aside from all this (ready to go) stuff.
A few notable things: -Equipment choices (Weapon) for police and military backgrounds -Inventory weights for items have been drastically lowered and make a lot more sense now (For example: a can of soda no longer weighs the same as a rag) -New Psion Ability - Mind Siphon -Dialogue options that you don't have the requirements for no longer show in red, they are removed from the list -The reputation HUD is no longer always on so it isn't taking up screen space (It really wasn't necessary anyways to always be visible) -Lots of flavor adjustments in language and terminology used to amplify the cyberpunk vibe -Adjustments to how easy it was to get sick (It should be much less frequent now) -Giving the main character some dialogue lines when walking around (Comments on the weather from time to time currently) -Bug fixes of course -Optimization improvements
Beyond that, take a look at the changelog below!
*Please note that these changes are not in any particular order.*
BETA Update 1.45.0 Changelog:
Bug Fixes:
Removed a leftover testing event
FIXED some typos
FIXED an issue in the first meeting with Mick where one conversation option would have to pay more than the other to keep keys
FIXED Mind Spike psion ability having the same animation as Mind Vice
FIXED a bug with a quest item weighing literally 10 times what it was meant to in "The Edge"
FIXED a bug in the "Up in Arms" side quest which prevented the objectives from triggering properly
FIXED a bug which caused the processor for alignment and experience shifts to remain on after finishing adjusting values, which meant it would run over and over again in the background
Changes & Additions:
Dialogue choices and roleplay options will now be hidden by default if you do not meet the requirements (Example: If playing as a civilian background and a conversation checks to see if you have the medical background, it will no longer display in red --- It will not show at all for you until the condition is met. If it is something that you can change, then it will appear when you have the requirement --- I wanted to make this change so that the exploit of saving skill points until needed and then dumping them in the needed skills to pass certain checks would be less obvious and less likely)
Updated item weights for a lot of items to be more reasonable (Example: Why did a ring weigh as much as a roll of duct tape? Well, it doesn't anymore! --- MOST items had their weights DRASTICALLY reduced)
There's now a small (~20%) chance for your character to make mention of the weather when it changes
All randomized dialogue values are now reset to 0 after they've triggered (Should help with keeping memory use lower and everything running smooth by clearing out those numbers)
Drop Pouch has been renamed to Leg Bag and it is now 8 inventory spaces and 3 bonus initiative instead of 6 inventory spaces and 2 bonus initiative (I liked the idea of the item more than the utility was actually useful, so it's been redesigned)
Added Greasy Pizza consumable (It's like the grubby burger but very slight stat differences - just for flavor --- pun not intended)
Rags now only have a 95% chance to cure bleeding and have a 5% chance to cause sickness, -7 init on use
Added Sterilized Rag item (Cure Bleeding, +1 Health, -6 Init On Use --- can be crafted)
Updated bandage recipe from 2x rags to 2x sterilized rags
Added Sleeping Pill consumable (Restores 1 Rest Use, Removes Rested State, Adds Burnout, -100 Stamina --- Use these to sleep again in a game day)
Cigarettes can now be found more commonly in random containers (Their loot drop rate has increased roughly 40%)
Sick chance roll threshold upon weather shift reduced by 2%
Being fully healed for the sick roll chance in weather shifts now gives 6% resistance instead of 5%
Negative factors that influence the sick roll chance in weather shifts now only give 3% each instead of 5% (They only affect the roll 3% each instead of 5% each)
Added new psion ability "Mind Siphon" (Siphon energy from an enemy --- 12-18 Mettle Siphon, +45% Shock, +15% Stunned, 20% Failure)
Added Mind Siphon animation
Balanced some enemy stats
Updated learnable skill lists
Updated several tileset pathing parameters
Removed a lot of old code associated with the weather system and cleaned up the weather shift function to remove a lot of unused code that was still being processed
Cleaned up and removed some old/leftover code from old methods and functions
Added 3 new incoming thunder sounds to the random sound lists
Reputation HUD is no longer always visible - It is only visible in travel events or for a short time when a value changes (You can still see your reputation scores anytime using the PDA overview page)
Added one new tutorial slide to mention how to use the PDA to view reputation
Added Hackpad bag (Very cheap and small bag with only 15 inventory slots but only has a -1 initiative)
Cassia now begins with a hackpad bag instead of a sling bag
Removed the flashlight from the starting area (You get a glow stick already and with the recent balance changes to make the early game easier already, a flashlight should be an investment or something you find along your way)
Updated starting loadouts for the different histories a bit (Mainly civic as it starts with the most items and was a bit OP since it started with one of the better weapons)
Military and Police backgrounds now have a choice on the firearm they start with (More customization from the start! --- Military can choose an assault rifle, smg, shotgun, or battle rifle and the police can start with a light auto pistol, heavy auto pistol, heavy revolver, or a shotgun)
Added hackpads to a few more vendors
Updated and redistributed several shop lists
Balanced some misc item prices
Added soap misc item
Updated loot tables
Slightly reduced fog opacity for the foggy weather variant (It was a bit obtrusive)
Added new item icon art
Added some more NPCs to some areas
Renamed residents to tenants (Sounds a little more "confined" and fitting)
Renamed urbanites to sprawlers (Fits better)
Added new color coded names to the list of NPC types
Various other small tweaks and adjustments
Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available for download shortly.
A friendly reminder: if you're enjoying the game so far or have critiques you'd like to share, please consider leaving a review for me. This not only helps with much needed visibility, but also gives me important feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel! I've also gone ahead and started an official Patreon Page to help bring in financial support for the game going forward.
Even an electric charge with the overwhelming power to flatten armies has a softer side. At least Volt certainly does — and Makeship is all for giving the speed demon a new, exceptionally huggable form!
After the staggering success of our Fibonacci, Tagfer and Bird 3 Cavia campaigns, we're eager to give lightning itself the plushie treatment as well.
This Volt Floof can become a reality with only 200 orders! Give your real-life collection an exciting jolt with this adorable addition.
Make sure to visit the Makeship campaign page to place your order and give Volt a considerably more squishable shape!
In update 1.0.2, we introduced the following changes and improvements to available skills to enhance your gameplay experience:
- **Long Sword**: Extends the range of sword strikes, offering a tactical advantage during combat.
- **Elder's Staff**: Releases a powerful long-range attack with ice crystals against enemies, providing a new attack strategy.
- **Priestess' Staff**: Replicates the Elder's attack, firing in the opposite direction. Only available after purchasing the Elder's Staff, offering tactical variation on the battlefield.
- **Ring of Light**: Increases the player's health every 120 seconds, providing a resistance advantage at critical moments.
- **Guardian's Shield**: Grants a protective shield against attacks, temporarily disappearing after being hit and returning after 20 seconds, offering crucial protection during confrontations.
- **Paladin's Helm**: Summons a whirlwind of holy water to destroy nearby enemies, providing a powerful AoE ability to clear the battlefield.
These abilities can be acquired during the match through the game's pause menu, where a window displays the items available for purchase, and once acquired, they are displayed on the game's HUD for the player's awareness.
Stay tuned, because in just 10 days we will have a new update, bringing with it new skills, the option to select stages and, soon, new clothing and character options to further expand your possibilities within the game.
Many of you have helped with the playtests. You've played, survived, sometimes stressed, and of course, celebrated victories.
A big thank you for this help! With your gameplay videos, feedback, and your viewers' comments, the game has already become more cohesive and interesting. If you want to participate in the closed playtest
Four adrenaline-pumping months, we've battled hordes of mutants, bugs, and mysterious contraptions.
Here are the results:
- New skills developed
- New enemies created
- Major changes to the interface
- Added the first version of the base (with terminals where you can upgrade strength, luck, and other parameters)
- Improved the overall visual style
- New visual effects created
- New sound effects and music tracks added
- Controller support implemented
- A multitude of bugs fixed
- Weapon damage statistics added to the victory/defeat screen
Now about the main changes in detail
How it all started (world story): Somewhere in distant space, the Adrenaline Rampage squad was returning from a complex mission. Near Earth, they received a new urgent task - to scout a space station that had disappeared 30 years ago and had suddenly reappeared.
This is disappeared 30 years ago space station The squad landed on the station and had just decided to start reconnaissance when the station disappeared again. Along with the Adrenaline Rampage squad. Now we face two important tasks: - Figure out what is happening on the station - Survive and return home!
What you need to know about the current version of the game!
At the moment, the game is in a playtest version. This means it's a small part of the game with gameplay for about 2-3 hours. For the full version of the game, your opinion is very important. It will help us properly refine the rest of the game.
The game is currently available only in English. Other languages will be added in one of the next updates.
Gameplay
Added procedural level generation
- Each time, the level is assembled from different modules based on a special algorithm, so all levels differ from each other in geometry and module composition.
Improved gameplay pace
- Mission time reduced from 30-40 minutes to 20-30 minutes
- Now a mission consists of about 20 stages, approximately 1 minute each
- Bosses appear 30 seconds before the portal opens
- The game does not stop at the end of the stage timer (about 60 seconds); a portal opens that you must enter to complete the level
- During each stage, you can collect experience and level up your character
- Chests can be found on stages or dropped from bosses, each chest contains one skill point for upgrades
- Between stages, upgrade skills and evolutions with skill points
Added a bonus time mode with Enforcers
- If the character is still on the level after the portal opens, it greatly annoys the "System," and Enforcers come after the character
- Enforcers are powerful enemies that are very difficult to defeat, especially at early levels
Added skills:
Attack Rate - affects attack speed for:
- saws
- drones (excluding healing drones)
- turrets
- automatic weapon (the main weapon of the first character)
Count - increases the number of charges/projectiles in various skills:
- defensive shield
- saws
- napalm drone
- plasma drone
- maximum turrets (under certain conditions)
- dashes
- jumps
Count skill - a lot of saws and dashes
Grenades - scatters grenades around the character that damage enemies Grenades skill
Stomp - deals damage and knocks back enemies when landing from a height Stomp skill
Skills that are already developed and some of which will be added in future versions of the game:
- Echo Strike - fires a projectile that ricochets off walls
- Blaster Fury - fires several energy projectiles one above the other Blaster Fury skill
- Revive - revives the character a limited number of times with a small health buffer, pushing away nearby enemies
- Rejuvenation Boost - increases the amount of life gained when leveling up and at the end of the stage
- Thorns - deals return damage when the character is attacked
- Shockwave - scatters enemies when leveling up
- Plasma Charge - charges a projectile while moving; the longer the charge, the higher the damage. Full charge time - 5 seconds. To activate the projectile, the character must stop Plasma charge skill
- Plasma Shield - adds shields that protect the character, quickly regenerate
Non-gameplay changes
- Now experience does not disappear. If there are uncollected experience crystals at the end of a stage, the first crystals in the next stage give double experience (they are visually larger).
- Time for the final boss fight increased from 1.5 min to 2 min
- Improved enemy spawning - added teleporters through which enemies arrive
- All dashes recharge at the start of a new stage
- Skills with elevator upgrades removed (elevator speed and elevator lasers)
- Life slightly restored when the character levels up and at the end of the stage
- Life booster drops from the defeated boss
- Dash now also an independent skill that can be upgraded (number of dashes, dash range)
- Damage from saws and lasers to enemies highlighted in a special color
- Elevator acceleration by default tripled - now elevators move very fast
- Reduced enemy power increase with each stage, from 20% to 15%
- Reduced damage from large bombs carried by bomb carriers, from 50 to 10
- Reduced damage from saws on the level, from 20 to 10
User Interface
- Dash available on left and right controller triggers
- Added mini-map
- Added setting to disable/enable mini-map
- Added setting to disable/enable auto-shooting
- Added setting to disable/enable auto-aiming
- Added an indicator for dash readiness
- Added avatars for character selection screen
- Locked avatars for characters under development
- Player icon on mini-map replaced with a "smile" (this is a temporary solution)
- Updated visual for location selection
- Icons on the mini-map displayed above the fog
- Removed invisible item with a question mark on the mini-map
- Portal on the mini-map now displayed at any distance
- Boss icon disappears immediately after its destruction
- Cursor disabled during cutscenes
- Added hints for using the controller
- Changed the phrase for winning on the training level
- Unlocking characters and skills: updated requirements and icons
- Added descriptions for different skills - now it's clearer what the skills provide :)
Enemies
Rocket mutant
Artificial humanoid
Other changes
- Added sounds for different boosters
- Added sound when selecting a character on the controller
- Updated music
- Added dash sound
- Added evolution sounds for the automatic weapon
- Redesigned scattering of frozen enemy pieces
- Small flying enemies fall and shatter on the floor after freezing
- Countdown timer animation starts at 5 seconds
- Removed weapon-to-weapon evolutions. This affected Force Field (evolution currently disabled) and Rocket Swarm (evolution moved to another perk)
- Boss music now turns off if there are more than 5 seconds left in the stage, if less than 5 seconds, it does not turn off
- Added "location selection" in the main menu. First location on easy difficulty level available
- Updated modules with elevators (visual part)
- Added asteroids to the background (temporary solution)
- Added exit from the pause window on ESC
- Unlocked skills, characters, and other rewards displayed only in the victory/defeat window
- Added game story cutscene
Bugs
- Fixed character spawn in the air on some modules
- Fixed various menu windows
- Fixed stretching of the cutscene
- Fixed enemy spawn on the training level
- Fixed default controller layout on Steam for PS controller + display of Xbox controller support
- Fixed gravity gun effect
- Fixed sounds, music, transitions, and many others
- Fixed enemy paths in some modules
- Fixed victory window on the training level
- Fixed controller when selecting a character
- Fixed experience compensation
- Fixed colors of enemies, drones, turrets
- Fixed player collision during dash
- Fixed menu settings
- Fixed game start from the controller
- Fixed auto-skip intro when controller is connected
- Fixed "Select a level" text when selecting a location
- And several hundred other small changes and fixes
Thank you for reading, you really help make the game better! P.S. And if adrenaline is bursting out, don't hold it in - dash into the community, let's discuss :) - https://steamcommunity.com/app/2419720
1. Optimized guidance prompts, now the Martial Hall and Martial Field will display the current maximum level, and the taskbar will show the refresh time of tasks. 2. Fixed a bug in the Purgatory difficulty tasks, now they can be loaded normally. 3. Equipment effects adjustment.
We're excited to announce the results of our Dreamland Art Contest, after a few weeks of intense judging from our developers and community staff! 🗳️
We tasked our community to create horizontal and vertical artwork pieces for Dreamland, our upcoming major content update. Each winner will have their artwork implemented as a painting prop placed within the map for you to admire (or transform into)! 🖼️
We are delighted that each of our talented winners and entrants took the time and effort to create such incredible pieces of artwork for our game. We can't express our gratitude enough! 💜
All entries can be found here, in order of submission: Imgur Album Link ⬅️
The paintings will be added with the release of Dreamland soon™. Thank you for supporting our artists, and stay tuned for the update! 🎉
Greetings everyone, it's time for our weekly progress report.
Level: Kick off for iteration of the Yterra blockout. Working on organizational tasks regarding our freelance artists. Working on a mini-location in Adûn. Proceeded with mini location cave blockouts. Iterating the Yterra blockout.
Code: Combat hit detection is functionally done. Worked on weapon item editing workflow and movement during combat moves. Sandbox: Lots of QoL features: Auto-expand for dragging an object onto another in the outliner will only trigger if the reorder above/below indicators are not present. Using the search bar in the character selection will collapse all character presets that do not match the filter now instead of graying them out. Added text alignment options for UI Text and Speech bubble. Added new Lua function wl_set_object_name. Material editor and undo history are draggable/resizable windows now. Attachment selector has been improved with visual feedback and being able to click directly onto the desired bone in the scene.
Character: Almost done with Taruk’s model. More work on various outfits.
Animations: Further testing and iterating on attack animations. Started work on stagger animations for the combat system. Exported the last few NPC routine animations, so this huge task is now finally done.
Design: Combat System: Continued to work on Ranged Combat (Technical documentation, Special cases). Action Buffer v2 - Buffering both target and direction (for soft lock during attacks) also buffering quick items (e.g. for potions during combat).
Thank you for all your continued support, -Wild Life Team
Now using a 3rd party asset called FSR3 to render the game at a lower resolution and then upscale it to give you higher fps. Some users are reporting up to a 50% increase in FPS.
Winter Falling is part of an event/sale showcasing Polish games! 🇵🇱 May 3rd is the anniversary of the first constitution in Europe. Polish-Lithuanian constitution from 1791. Been celebrating the traditional way - drinking & chilling. Wish the same for you 🍺
For people out of the loop, some game news: I'm finishing up on art, battles, events and balance for the BIG update. In a few days I'll send a silent update to some players with system features. Basically a beta test to check if everything works and make quick changes if people hate something. After that period of testing and fixing is over (probably 3 weeks) the update will be open to everyone. I wish it could be faster, but I'm just one guy and I don't want to annoy 10 000 people with a broken update.
On a personal note: thank you everyone for the support over the last couple months! I had messed up my health real bad, couldn't work, couldn't develop Winter Falling. Anything other than laying down was pure pain. I was worried about my finances, worried about Winter Falling buried under negative reviews "developer dead". And yet things worked out. Miraculously.
I know you hear it all the time from marketing departments, but thank you, Arek