Hey!
We've just pushed a hotfix to the latest patch with several key fixes and additions:
The Challenge entrance location is now much more clearly indicated by a marker and special world effects.
Adjusted timings - shortened the Challenge entrance period, and the event now occurs once every 1-2 in-game days.
Fixed Glory not being given in certain cases. Also, Glory and resource rewards are now given gradually based on performance, not just upon final completion of the Challenge.
Made a "Challenge" tab avalable in the Survival menu.
Improved the Challenge entrance visuals, including a gate appearance, added whisper sound effects and more cues.
Fixed animals attacking players on the way to the Challenge entrance.
Improved the visual effects for spirits.
Updated the base Survival interfaces and added new audio feedback for inventory actions to make survival activities feel more responsive.
Adjusted cooking notifications to be more understandable.
Fixed a rare crash related to arrow impacts.
Volumetric fog is now enabled for Low and Medium shadow settings.
The regular monthly update will arrive as usual at the end of the month.
Skål!
Blackrose Arts
Thank you everyone so far who has participated in our Stress Test. We have about 40 minutes left before the servers will come down. We are hoping to have another test involving more platforms in the upcoming week.
Hi everyone,
I wanted to take a moment to share a quick update on the progress of the game's remake. Things are moving along well, and I'm excited about the direction the project is heading. That said, I’m still in the early stages of development, with many core systems being reworked from the ground up.
First, I want to sincerely thank all of you for your patience and continued support. I know the original release didn’t meet expectations, and I truly appreciate everyone who gave the game a try despite its rough initial state. Your feedback and encouragement have been incredibly motivating.
Going forward, I’ll be releasing monthly development updates to showcase some of the new models, features, and improvements coming to the remake. These updates will give you a closer look at what’s being built and how the game is evolving.
As a reminder, everyone who already owns the current version will receive the remake for free when it's released. This is my way of showing appreciation to the early supporters who stuck with the project.
One of my goals with this remake is to build more of the game's systems from scratch — including features like proximity voice chat and procedural level generation — to ensure a more unique and polished experience.
Thanks again to everyone who has supported the game so far. I’m looking forward to creating something much better, and I can’t wait to share more with you in the coming months. If you would like to leave feedback feel free to join our Discord.
— TOGames
Hey guys! Krayfishkarl here and welcome to another Droplet: States of Matter update! Early Access 1.53 is now available! This update adds some extra polish to the game as part of the last few finishing touches before the 1.0 release.
The most notable addition is that footstep sounds now play depending on what sort of terrain you are walking on, from grass to dirt to sand and more. If you wish, you can change the volume of the footsteps in the options menu. I've also made adjustments to player animations with the inclusion of several special effects. For example, now when you hold a charge shot, you will see a glowing ball of energy around your right hand. You will also see more particles when swimming and diving underwater.
With this update, I'm happy to report that all planned features are now implemented. The game as it is at the moment fully represents what I envision the final product to be like. You might be wondering. What happens now? Well, while the game itself is practically done, I need to do some marketing before I officially release it. I need to record a new trailer which I've held off to ensure its visuals accurately reflect what is currently in the game. And of course, I need to promote it on social media. This is where you come in.
Any one of the following will be tremendously helpful. In order for the game to have a fair shot, I need to boost its presence on the algorithm. Starting off, if you haven't already, you can wishlist the game on Steam. Next, you can follow my socials. I am most active on my YouTube and Twitter accounts but any of the platforms I have presence in will still be useful. After that, tell your friends about the game. You can share gameplay clips, social media posts and anything else Droplet-related with others, even word of mouth. If you have played the game before, you can also leave a review of your experiences. And finally, if you're a content creator, let me know if you want to stream my game or make videos about it. A first impressions playthrough of the demo is already amazing help. If you want to do a full in-depth video review of the entire game, I would reach out directly via my socials. Perhaps I can arrange to send over a game key.
While I make updates to the game's store page and other social media assets, I will continue testing the game on my own to catch anything else that I may have missed. I anticipate that any further updates will be small changes that are unlikely to receive a dedicated video log. Naturally, if you have any feedback yourself, please send it my way. This will be the last opportunity to get any more fixes in before the game's 1.0 release later this year.
That's all for now, and with that, thank for you following the development of Droplet: States of Matter.
Physics adjustments when jumping from sloped terrain.
Physics adjustments with the formation of freezing the surface of liquids.
Updated physics for controlling the Mendeleev.
Reduced the number of switches you have to trigger at the end of Particle Accelerator. (Dev note: This is to balance the difficulty when playing on Steam Deck.)
Changed the spawn point of projectiles when firing.
You now move faster while crouching and crawling on top of ice.
Terrain adjustments to Weather Machine Tower.
Minor changes to the environment of the final boss fight.
You now go back into third person mode if you trigger an idle animation.
Lowered the minimum X and Y sensitivity in the options menu.
Adjusted how far down projectiles will freeze water.
Lowered damage radius for Coriphants.
Fixed an edge case where items dropped during the Salty Peter fight might block the cinematics.
Falling anvils now properly despawn during the Lord Krypton boss fight under certain circumstances.
Added another entrance to the backstage area.
Added animations for: attempting to dive while in ice form, crouching while on frozen surfaces, sprinting while crouching in mid-air in cloud form, landing from jumping, and warping to another level.
Touched up a few existing animations on Droplet and Molly-QL, most notably the walking and sprinting animations.
Added a small camera animation when entering a level.
Parts of the player character are now visible while in first person mode.
Special effect added for holding down a charged shot.
Added particle effect for diving underwater.
Minor special effects added to player projectiles.
Adjusted some texturing in Abyssal Fissure.
Fixed some incorrect normals in Particle Accelerator.
Footstep sounds added to the player character. They will be different depending on what surface you are standing on.
Added several new menu selection sounds.
Updated sound for Sill E. Con’s rocket attack.
Adjusted the audio mixing of the Krayfish Entertainment logo video’s jingle.
Fixed a bug where the option to reset all settings wasn’t showing the correct menu.
Option to adjust footstep volume added.
Option to reset extras added.
Onscreen unlock messages now hide when a dialogue box is open.
Save prompt has been relocated to not overlap other HUD elements.
Minor adjustments to save file graphics.
Erasing a save file now takes slightly longer.
Fixed some cursor bugs on the title screen.
Hey everyone, just to give a quick update on what is coming next to Surroundead. I'm going to keep this short and to the point with the plans for upcoming stuff. Expect these in the upcoming week/s.
Remade bunkers - POI military bunkers are getting a face lift. They will have unique layouts and more coming in future updates.
Fishing - While the main system of fishing will stay the same, it will be getting a facelift. From improved UI to many new fishes and various random items you'll be able to find while fishing.
Nuclear power plant - A brand new large POI, the nuclear power plant that has been long deserted by bandits and overtaken by the undead.
Items - New items coming to the game. More stuff to loot and a system to adjust the stats of your current items.
Technical stuff - The player's animation system has been reworked and I'm currently going through remapping the animations and also expect new and improved animations (Such as an improved animation when using the bolt of a bolt action rifle). Including more like looking into the spawning system for AI and general optimisations to current systems.
(A bug myself and Thomas had during redoing the player's armature)
Also, there will be some miscellaneous stuff included and more. Then the next main part I'll be moving onto is... The quest system.
Zurvivor