Additions
Pre-Apocalypse Currency: A new item that can be obtained by dealing damage to zombies with the "Money Grubbing" gene equipped.
Money Grubbing: A new gene segment that can be given to zombies.
Charge Zombie: A new gene segment.
Production Line: Introduces a new building technology in the Apocalyptic Farm setting.
Composite Irrigation: Introduces another new building technology focused on optimizing water use.
Farmland Credit Bonus Voucher: A new product available in the Trading Center of the Apocalyptic Farm, aimed at increasing Farmland Credits.
Factory Credit Bonus Voucher: Another new product in the Trading Center designed to boost Factory Credits.
Adjustments
Significantly Reduced Resource Consumption for Production Improvement: Adjustments have been made to reduce the resource requirements for Production Improvement in the Apocalyptic Farm's building technologies.
The Impeller Input Manager plugin was conflicting with Unreal Engine’s internal SDL2 library. Causing startup crashes or unpredictable behavior on some systems.
The import library has been rebuilt so that the plugin loads safely alongside Unreal Engine’s internal SDL2 without conflict.
We apologize for the inconvenience and remain committed to improving peripheral support in future updates.
Hey folks, fixed a bunch of stuff and here’s what’s new:
Fixed collisions for some of the finds 🪵
Fire lighting now works properly 🔥
Added gamepad inputs 🎮
Small shadow contrast fix 🌑
Gave one old man his eyes back 👀, fixed the rest too
A bit of optimization – testing different approaches, don’t want to mess up our beautiful forest, so things might still be a bit laggy. But I’ve got tons of ideas for more 😉
Fixed the skull achievement 💀
Slightly improved landscape 🌲
Fire smoke now fixed 💨
Improved paths 🚶♂️
Slightly better weather transitions ☁️
A bit more performance improvements ⚡
Added FSR, FSR Frame Generation, Nvidia Reflex 🚀
And a bunch of other small (and not-so-small) tweaks 😎
Anyway, we’re cooking up a big update for December 10 – optimization, tons of cool stuff, full chaos 😏.
Also: we now have a Discord server – join to help shape and improve the game! 💬
Another game made with Leadwerks Game Engine, the fixed-camera mystery advanture Resonant Dusk has been released:
https://store.steampowered.com/app/3889080/Resonant_Dusk/?curator_clanid=1388074Unravel the secrets of the Bariton mansion! Take on the mantle of detective in the role of Lucas Usher, and solve the riddles plaguing the ghosts of those left behind! Uncover their secrets and help them find salvation…or damnation.
Fixes - PC equipment audio playing when disabled
Fixes - XR Player falling through floor near wardrobe and in corridors
Fixes - PC grab not releasing
EA Demo 1.0.4
New moving patrol encounter,
Map additions & improvements,
WIP new weapon: SVD Dragunov (animations & sounds placeholder),
Added WIP Frag Grenades & Ammo boxes can now be exploded,
Added early iterations of Sniper and Officer class, currently their only differences are in appearance and weapon.,
Added graphical options for shadows, ssao, bloom.
AI performance optimisations (Godot fix yo animation bottlenecking pls),
Reduced 12 Gauge inventory capacity from 12 to 6,
Added randomised height variations to NPCs,
Updated vault prompt ui,
VERY WIP Progression saving & loading (f5, f9),
Testing trenches to be shallower, more of a realistic height. See how it affects gameplay, needs feedback!
Next update expect some gameplay changes...
Enjoy!
Fixed an issue in Chapter 9 – Fireworks where the game would default to the failed marketplace route. The system will now automatically recall the player’s last successful marketplace completion.
Added a “Skip Animation” button for the Wish interface’s draw animation.
White Screen Issue: Added a prompt to guide players to install the missing VP9 Video Extension.
White Screen Issue: Fixed several known causes and will continue monitoring.
Optimized video volume control, reducing cases of abnormal sound levels during gameplay. (If issues persist after the update, please let us know!)
Improved chapter completion logic to reduce cases where the game fails to transition to the next chapter. If stuck, try replaying the last stage of the previous chapter and re-completing it—this usually resolves the issue.
Fixed occasional freezing or unresponsiveness when scrolling with the mouse wheel on the chapter selection screen.
Improved temporary storage management — the game can now run smoothly even when the system drive (usually C:) has as little as 2GB of free space.
Enhanced log recording system to help the development team better diagnose and resolve issues.
Further improving certain QTE (Quick Time Event) experiences.
Adding a skip option for repeated challenge gameplay, allowing players exploring different story branches to jump straight to new content instead of replaying identical interactions.
Advancing Steam Deck compatibility.
Developing the “Writer Kneeling Motherboard” (🙃)
Continuously collecting and refining player feedback.
Ongoing bug fixes and improvements.
Feedback Form: https://docs.qq.com/form/page/DTFhKS2htTENrVFRF
Discord: https://discord.gg/8tPT9JgrXT
QQ Groups: #1 682438722 #2 615769890
Support Email: https://support@such-one.com