Demo update 1.07 is here! And with some great changes to vehicle handling, the music, track layouts and more, this is the update to play!
Check out the detailed update changes below!
• Added new main menu theme ○ There is now a 1 in 5 chance of the old theme playing • Adjusted hovercar movement • Changed respawning to start line to restart countdown from 1 second ○ Gives time to ready self again finger positioning wise on controller • New thruster visual effects ○ The old effects made it hard to tell which rocket was active sometimes. These ones are much more "glued" to the car model ○ They are also updated to show which effect is active on the car (e.g. thrust, off-road etc.) • New hover particle visual effects ○ Similar to above, but with the hovering particles • Changed directional arrow indicator to be above the car ○ When in front/bonnet camera, it changes to the front of the car • Changed the boost powerup to give additional grip when active ○ This allows for powering out of corners and being able to take corners at a much faster speed • Fixed being able to have a powerup on reset • Added additional checkpoints to TrackDay03 ○ This was done to make it easier for players to determine where to go § …and has had the side effect of making the track faster because of additional boosts added to each odd numbered checkpoint • Fixed a bug where it was possible to pass one checkpoint then backtrack to the start line and it count as finishing the track • Redesigned parts of the layout of Forest_Run to be more smooth with the adjusted hovercar movement ○ Based on feedback provided by players, slow tracks are nowhere near as fun as fast tracks, so Forest_Run has had the layout adjusted to have more fast sections • Allowed for more replays to be recorded ○ This has also changed the naming scheme of demos to be easier to find in the "Demos" folder • Fixed the leaderboard not displaying the correct track times ○ Also fixed it not loading the times correctly on first load • Added leading zeros to the timer and times for the leaderboard • Removed some UI options ○ Notably in leaderboards • Adjusted the joystick movement to be more forgiving for 100% thrust power ○ You can now be slightly to the left/right when pushing up/down to get the same effect as full power • Added a new speedometer ○ It functions the exact same as the old one, but more round • Decreased turning force when boost is active ○ This should help with reducing overturning when you have the boost powerup active •Fixed a bug where it was possible to complete a track having only passed one checkpoint (if you passed the start line) • Changed how foliage looks in the tracks (and some other visuals)
So... what else has been worked on? It's been a while since the last big update to the game.
Well, great question! Truth is; quite a lot!
So recently Take The Wheels! was exhibited at a local convention and has had some more playtesting done, and, good news is that there was no major bugs or issues! (well... except for one, but that one was found by me and didn't effect the game at all. and actually got fixed in this update!)
Other than that, a fair few things under the hood have changed, as well as some testing of split-screen play! Which works... mostly. It still has some refinement to go through with visuals for UI and whatnot, but it's coming along well!
So keep setting blistering lap times! As because of changes to both the movement and the TrackDay03 map, there is plenty of optimisation to go!
When you wake up in a world overrun by zombies and incomprehensible creatures that seem to have been thrown together in this bizarre place, the only thing you can do is survive. Scavenge for resources, work with other players who could be your allies or enemies and face unpredictable environments with each boundary you cross. You'll have to adapt quickly, whether it's a city, a forest, or something even stranger. But remember, the zombies won’t stop hunting you down until you kill them or they kill you.
We’re thrilled to announce that the Vorax Demo is live again! This time, it’s bigger and better—featuring the entire game with only a slight difference between versions.
In this Demo (Basic Version), you’ll experience everything the full game has to offer. The only limitation is that you can save only at checkpoints, while the Full Version allows you to save anytime. Apart from this, both versions are completely identical in gameplay, content, and experience.
Why have we chosen this approach? Simply put, during our Early Access Journey we want as many people as possible to experience what Vorax is all about. We need feedback—lots of it. The feedback we received from our community has been instrumental in making the game better, and we want to build on that momentum. We believe that allowing everyone to fully explore Vorax will help us gather the insight we need to keep improving.
While it might seem like a small difference, the ability to save anywhere at any time in the Full Version is truly a game changer. In the Basic Version, saving is restricted to checkpoints, adding a layer of tension and unpredictability—every decision, every encounter, every dark corridor means more because the stakes are always high. This restriction is by design; it enhances the survival experience, forcing players to be strategic and cautious.
However, in the Full Version, the freedom to save anytime allows you to approach the challenges of Vorax differently. You can experiment more, take bigger risks, and immerse yourself in the story without the constant worry of finding the next save point. It also makes it more accessible to players who may not have the time for long play sessions, making it possible to dive in for just a few minutes, save, and return whenever they like.
We think this is the right approach because it gives players a real taste of the survival horror tension in the demo, while showing that the Full Version offers a more personalized experience. If you enjoy the challenge and atmosphere of the Basic Version but want more control over your progress, the Full Version is the natural next step. By supporting us, you not only get that freedom, but also help us continue developing and improving Vorax to make it the ultimate survival horror experience.
Plus, one of the greatest benefits is that since the Basic Version is exactly the Full Version with a single limitation, it will receive every patch and update simultaneously with the Full Version. This means that you get the same gameplay improvements, new features, and content expansions, making it a living, breathing game that evolves with each update. Your support genuinely fuels the future of the game, and we're confident this distinction will bring the best balance of challenge, accessibility, and ongoing content to our community. Your feedback is invaluable, so please don’t hesitate to dive in, play, and let us know your thoughts.
Now, onto the details of the latest patch!
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FULL Changelog - Patch 0.9.1.122
New Features & Updates:
Fullscreen Enabled: Fullscreen mode is now available for better immersion.
Inventory UI Updates: Enhanced Inventory HUD, including the Top Menu Visibility.
Checkpoint Saves: Added more checkpoint saves to allow for more manageable progress both in basic and full versions.
Audio Improvements:
Building and Crafting Sounds: Added new sound calls for building, crafting, and double-click search.
Search Backpack Sound: Added a dedicated "Search" Backpack audio cue.
Throwing Audio: Implemented sound for throw actions.
Movement and Inventory Sounds: Added initial movement and inventory item crafting sounds.
Crafting Sounds Complete: Added additional sounds to crafting. Crafting audio is now complete, pending crafting queue sound.
Intro Audio Fix: Fixed audio issues in the game intro sequence.
Crawler Sewer Audio: Updated audio for Crawler enemies in sewers.
Audio Checks Update: Added various sound calls after gameplay checks for better feedback.
General Audio Update: Updated and refined audio across different gameplay elements.
Optimizations & Fixes:
Skeletal Mesh Optimization: Further optimized skeletal meshes for performance improvements.
Explosive Bug Fix: Fixed an issue where explosives were not damaging nests.
Excrescence Update: Updated visual elements related to excrescence materials.
Spawner Adjustments: Added and adjusted several spawners across Zona 2 and the sewers.
Skylight Trigger Fix: Fixed issues related to skylight triggers.
Motion Blur & FPS Counter Fix: Fixed issues with motion blur and FPS counter for a smoother experience.
Fix for Lobster Enemy: Resolved issues where Lobster enemies wouldn’t attack when invisible.
UI and Input Fixes: Resolved intro mouse bug, load game button issues, and equip notification problems.
Throwable Equipment Fix: Fixed equipping of throwable items via inventory.
Molotov and Canister Icons: Added new icons for Molotov and canister items.
Blob Fix: Fixed an issue with Blob enemies.
BPC_TimeEvent Refactor: Refactored BPC_TimeEvent for improved performance.
Optimization in UDS: Optimized minute tick in UDS, now runs once per minute instead of once per frame.
These changes bring a mix of performance enhancements, bug fixes, and feature updates, focused on creating a smoother, more immersive experience for all players. As always, we encourage your feedback as we continue refining and improving Vorax.
1) Copy this promo code into a special window in the "Gifts" section of the play store 2) Take something good in the magic chest 3) Done! You are gorgeous!
PROMO CODE: 5c766695cf64bfc6b3af149d8bec87
Hurry up, the promo code is active until next Wednesday!
WARNING – This update will most likely break your current saved game. My Apologies.
• Added a poisonous plant that shoots gas at nearby creatures and drops Wax when destroyed for making candles. • Added craftable Candles, that can be held for portable light and placed on horizontal surfaces. • Added a droppable silk gland when harvesting dead giant spiders. This can be crafted into string for making candles. • Adjusted the location of the ladder in the tall towers of 2 of the Enemy Fortresses. • Slowed the sprint speed down for the Hellhound, player and devils slightly. • Added rare spawning Tombstones in the environment generation as locations for the New Death mob to spawn. • Added Death (the Grim Reaper) that will spawn at night at his tombstone and vanish again when the sun comes up. Death is a neutral character and will not attack unless he is attacked. Killing Death will cause him to drop some of his bones that can be used to craft Epic items. • Added the craftable Epic Deathbone Equipment: Pickaxe, Axe, Hammer, Trident and Armour components. • Added a Recipe Book screen accessed via the Inventory that lists all items that can be crafted from the player’s inventory. • Added a Time of Day and Night bar to the UI. • Prevented Chunks exhausted of objects from regenerating new objects where there are player made objects on it to help with performance and preventing too many objects to load. • Added a normal map to the Magicka potion liquid for the cauldrons found in Forts to give it some detail. • Added visual damage to Rock and Ore. • Improved the Plasma Fruit material. • Fixed an issue with some distant model materials. • Fixed an Issue with the Mountain Colliders. • Fixed a bug that was causing Giant Spiders to walk on thin air. • Fixed a bug that was causing the player’s camera to get stuck at crouch height. • Fixed an exploit bug that occurred when the player was on a Ladder while mining it. • Fixed a bug that allowed the player to automatically pick up their dropped items when they died. • Fixed bugs with and Improved and Optimised the AI. • Made various performance optimisations. • Stopped goats from spawning on mountains, since they usually fall to their death too often or get killed by giant spiders. • Increased the chances of Giant Spiders spawning on mountains. • The Candle, The Landmark sign and most of the Furniture had the wrong save script on them. That has been fixed, but will break current saved games.
ATTENTION: This update will break current saves. If you are very concerned about losing your building progress, I can rescue your saved game if you upload your world’s save folder somewhere where I can download it and post the link to it in the Fallen Angel: Hell Survival community. BUT YOU NEED TO MAKE SURE YOU DO THIS BEFORE YOU LOAD AND SAVE YOUR GAME AGAIN AFTER THE GAME HAS BEEN UPDATED. Otherwise it will be too late to fix. The Fallen Angel Save Folders should be located in; [Drive Letter]:\Users\[YourUserName]\My Games. You will need to send the files and folders of your current save from both the Worlds and Entity folders. Make sure they remain in that structure so that there is no mix up. Or just send me your whole Fallen Angel game folder and tell me which world name needs rescuing.
Hey everyone! Just 3 more days until the Duelfront demo is live! 🎉 While we count down, let's have some fun. What’s the worst experience you’ve had playing other card games? 🤔 Share your thoughts, and let’s make sure Duelfront gives you the best experience ever! #Duelfront #CardGame #CCG #BetaTest