- Even More Langugages - 6 August 2024
Hey everyone, We're excited to announce that we've added some new languages to atrio, along with some massive behind the scene changes! Status update of languages We've had some amazing volunteers help us out and have made a ton of progress on adding new languages. Here are the highlights: - All of Atrio is available in Turkish - Translated the story for Russian and French - Italian is in the works - Brazilian Portuguese is in the works We've started on Brazilian Portuguese and Italian, but haven't yet included them as they are incomplete. A new settings menu The team was looking at the Atrio code base and felt that despite the settings menu working properly, had a lot of shortcuts in the code that prevented us from making tweaks and changes at a pace that we want. We also felt that the old drop downs weren't controller friendly, and so after some extensive research, landed on the carou…
- New languages! - 21 November 2023
Hey everyone! Thanks to some amazing community volunteers, we've been able to add new languages to atrio! Atrio's story, translated in german Status update of languages: Here is the overall status of all languages. The bulk of the localization is in the story, which requires the most skill and effort (and google translations are particularly terrible for story translations), so we opted to leave them out. However, with the addition of some amazing volunteers, we've been able to add a FULLY translated version of German and Ukranian. Hungarian has all UI except the story, and Turkish is coming soon! UI Updates Along with new languages, we've been refactoring a ton of internal systems to be cleaner and easier to work with. And although you, the end user, won't see any differences, it allows us to work quicker on future updates. Performance The one major benefit of these changes is a huge s…
- Speedrun Competition Results - 2 September 2023
Hey Everyone! We've been pretty quiet on our side doing some much needed refactoring to our code to be less brittle, and more flexible for future changes. Although you won't notice anything in game, it makes our lives much better when working on the project! Instead, I wanted to share our latest vlog! It was an absolute wild ride to have the community come together and..... break our game :) -Stephen & The Isto Team
- Hotfix - Split Toggling - 30 May 2023
Adding the ability to view cumulative splits vs individual splits. Note There is a very minor bug with the Speedrun toggle (we really wanted to get this out for the speedrun competition.) If you run into issues trying to toggle between the two split modes: After you left click the "toggle key", Right click anywhere on the screen and your desired setting will stay.
- The Speedrun Update - 11 May 2023
Hey Everyone, If you've been following us on this journey, you'll know we made some promises to greatly improve the game. We're very excited to announce that this patch completes all of the promises we made (plus more) Original Promise -> First update -> Second Update-> The Speedrun Update There's lots more to come, but for now, we'd like to celebrate this major patch with a speedrun contest! 1. Speedrun Competition That's right, we're having a speedrun competition! $300 USD for first place! 1.1 Competition Rules Must be Recorded Any% Story Mode No Saving/Loading (i.e. must be a single, continuous run) No using the Cheat Menu Must be submitted to Speedrun.com Competition Ends: June 10, 2023, 12pm PST. 1.2 Speedrun timer How could we hold a speedrun competition without a custom speedrun timer?? That's right, it automatically tracks your time. But more importantly, if you hit pause, it pa…
- Improving Atrio - Key Binding & Fast Travel - 31 March 2023
Hey everyone, Stephen here. We're happy to release our second "improvement update" to Atrio! As compared to the last update, we took on some of the more complex/harder to implement, but we're happy to see it completed and ready for all of you. Original Promise -> First update -> Second Update -> Third Update (upcoming) Status report We want to stay accountable for the features we promise to fix, so here's a status report of where we stand: Gameplay improvements (100% complete) FIXED - The pickerpal RNG & the Fuel depot FIXED - Pushback splitters should be more useful FIXED - Tornatoads should wait if line is full (same with saptaps) FIXED - Key Rebinding (in settings) FIXED - Fast travel kind of sucks FIXED - pushbacks should be more readily available Bug fixes (80% complete) FIXED - Plunger quest dialogue says you have purple batteries, but you don't actually have them FIXED - Electric…
- I Got Covid - 7 March 2023
Hi Everyone, I got Covid. But I'm feeling better now! Fig. 1 - A cartoon representation of how I felt being bedridden with covid We've been quiet for a little longer than I wanted to and I'm here to give everyone an update on what's going on. We had plans to have a new update with some major fixes out last week.... but I got covid. It knocked me down pretty hard (even with me being vaccinated). If you've had it, you know it can be no joke and I haven't had any energy to work since getting it. (also, things taste funny, which is hopefully temporary....) The good news is that I'm on the mend! Today's been the first day I've had enough energy to really sit down and work (and write this post), so i'm excited to get back to Atrio. What's next? Luckily, the team was still able to progress without me, and the patch is coming together. Key rebinding, fixes to the lightbulb connection system, ch…
- Jan 27th - Hotfix 1.0.29 - 28 January 2023
Patch notes for 1.0.29 Fixed an issue where extremely large factory setups would cause a buffer overflow error Tree chompers now indicate when they are unpowered Pushbacks and Tornatoads now respawn more reliably
- Improving Atrio - Pickerpals & pushbacks - 24 January 2023
As promised in our last post, we've been hard at work to improve the gameplay experience Gameplay Improvements 1. Pickerpals Pickerpals have been updated to pick the plant closest to their base Pickerpals walk 25% faster Pickerpals range reduced from a 30x30m grid -> 20x20m grid Based on our rough measurements, pickerpals collect 1.45x more items per minutre, and produce a more consistent output of items gathered (7 pickerpals gather ~31 bulbs/min) Reduced the number of pickerpals in the early supply pods (since they work so much faster) 2. Dispense chest Dispense chest outputs up to 32/min 3. Pushback splitters When an assembly line is clogged, pushbacks switch to automatically pushing new items every second. When the line begins to move again, they switch back to pushing every second item. 4. Factories We noticed some odd bugs where if you placed a factory, smelter, mini deer, electro…
- Jan 18 - Hotfix 1.0.24 - 18 January 2023
- Captured Tornatoads now only pull if the space in front of them is clear - Fixed issue where the Automation System broke when handling larger production lines - Fix for PickerPal Station showing wrong recipe sometimes - Fixed issue with Station Chip getting lost to Factories under the Iris Station - Fixed some inconsistencies with the story dialogue
- Improving Atrio - 18 January 2023
First of all, thank you to everyone who played Atrio. This is our first major game, and seeing the amount of support truly warms our hearts. If you've seen some of our devlogs, you'll know how much we care about Atrio and now that we've survived launch week (without too much disaster), we want to start addressing some of the criticisms we've received. Nearly all of the criticisms were valid and well deserved. We think the game is very fun but we know it can be better. Here are the top priority fixes we will be addressing: Gameplay improvements (first round) The pickerpal RNG & the Fuel depot We hear you. Nothing is more frustrating than your lightbulb line shutting down mid exploration because one of your pickerpals is galivanting off in the distance. I'm going to start experimenting with the pickerpals this week to see if we can make them gather fuel at a consistent rate. Pushback spli…
- Jan 12 - Hotfix 1.0.23 - 12 January 2023
- Fixed electric petals not respawning sw of base - Increased number of woozybulbs by 5% - Reduced sap-paste craft time from 20s -> 15s - Rebalanced end game to be easier
- Jan 11 - Hotfix 1.0.22 - 11 January 2023
Rebalancing the late game automation to be less "grindy" - Mealkit requires 4 vegetable packs instead of 8 - Mealkit requires 1 Honey instead of 2 - Reduced Survival Kit requirements from 99 -> 15
- Atrio Version 1.0 is out now! - 10 January 2023
Hey everyone, After a year and a half in early access, we're ready to release Atrio out into the dark wild (see what I did there??! hahaha- sorry) We've tweaked, tuned, polished and perfected and now the game is ready for the world to enjoy. Launch Trailer Change overview Story mode The story mode is finally here! Most players take between 12-18 hours to get through, and we can't wait to see what mysteries you unfurl. - removed the walls from early access - Added all remaining stations - Added ending cinematic - Completed the dialogue for all stations UI changes - New title menu with new particle systems, and a higher quality background image - Factories, smelters, scrap chests and other items have color coded UI - Fixed an issue where buttons would double click - Cleaned up the research menu, updated the UI Gameplay changes Note: To avoid spoilers, we've kept many of the changes secret…
- Atrio Launches in 1 week! - 3 January 2023
Tell your friends, tell your family, your neighbor, the racoon who keeps stealing your garbage in the middle of the night, we don't care! Just tell everyone! Atrio: The Dark Wild is complete. After a full year and a half of observing how all of you have played the game, we've adjusted, tweaked, refined, and polished the game. For the first time, you'll be able to play the entire story mode and learn the secrets of Station 3. Most of our playtesters take about 12-18 hours to complete the story, so make sure to mark January 10, 10am PST into your calendars -Stephen & The Isto Team
- Nov 10 - Minor Hotfix 0.9.26 - 11 November 2022
Hotfix 0.9.26 - Purpshroom seeds craftable - Bug fix for grav pipe placement with button held
- The Combat Update - 4 November 2022
Hi everyone, We know, we know. We haven't released a patch since last May. Most of the work we've been picking away at has been finishing the later stages of the game because ATRIO LAUNCHES JANUARY 10! That's right. Atrio has an official launch date, and it's coming up quick. Tell your friends, tell your family, and wishlist if you haven't already. But before 1.0, we've decided to release one last patch, with a TON of new stuff in it, so buckle up. 1. The Battle System One of the biggest issues we had with the game was the ability to capture creatures. Going out and "trapping" was quite boring. Finding creatures in the wild was boring. And having creatures randomly attack your base was frustrating. None of these options worked (and we tried them all). We wanted the players to choose when they wanted to enter combat, and so, we found a solution - the underground supply pod. 1.1 What is t…
- Optimizing Atrio - 19 September 2022
Hi everyone, Stephen here with another progress update. We are closing in on 1.0 and will be picking a launch date within the next month. As such, our priority has shifted to increasing performance on both pc and Xbox. With our target being Xbox One S (a pretty old console), we have our work cut out for us... but that's great for PC users! If you have a decent graphics card (RTX 2080's anyone?) we're expecting Atrio to run buttery smooth for you. Kyle and François have been optimizing it for approximately 3 weeks, and I'd like to dive a bit deeper into how we are making bigger gains. Here's where we've seen the best gains so far: The overview Increasing In game FPS - Dynamically turning on and off Animators depending on if they are on screen - Culling the Tilemap (our floor environment) - Sleeping automation pieces that aren't being used or active - Lowering the rate at which we do phys…
- One Year of Early Access! - 1 August 2022
Hi everyone, I'd like to highlight some of the biggest changes we've made in the last year, and give you some updates on what we've been up to this last month. But first, a quick announcement - we won't be releasing a patch this month. We're in the middle of overhauling our battle system, which has ultimately impacted how the first hour of the game is played. We want to make sure the game is in a good spot before we release any major changes. The 5 Biggest Changes we've made this year Now, Lets go over the 5 biggest changes we've made since Early Access 1. A sense of purpose This morning I went back and played the first hour of our original Early Access build, and it was very clear how unclear the objective of the game was. We also noticed this in our original playtests, but just didn't know how to properly deal with this.... until now! We've recently been experimenting with the "Projec…
- 4 years of Development - 23 June 2022
We're incredibly excited to share our journey over the last 4 years with this new vlog! Stephen + The Isto Team