- Update - 4 November 2015
Build: 1.0.1.5822 Fixed issue that could cause dialogue to be skipped on Rescue Run Fixed an issue where mirror shader on Alive1 would appear black Fixed occasional issue that could result in player dying while transitioning into next level Fixed checkpoints status not being saved correctly on Planetfire: Ascension
- Wot I Think: Bedlam - 12 October 2015
You wait forty years for a game about jumping between video games, and two come at once. A couple of weeks after we saw Davey Wreden s experimental project The Beginner s Guide , we now have Bedlam . (No, not that one . The other one.) Based on Christopher Brookmyr s book of the same name, and written by the author, this is a tale of being trapped inside the history of first-person shooters. Here’s wot I think: …
- Update - 9 October 2015
Build: 0.9.13.5816 Improved level loading process to reduce memory usage when transitioning between large scenes Fixed some unpredictable behaviour when restoring a saved game on Mac Many visual improvements to Death or Glory levels Many visual improvements to Age of Attrition level Various tweaks and improvements to NPC behaviour
- Update - 6 October 2015
Build: 0.9.12.5809 Fixed a memory allocation crash on Macs, when transitioning between Calastria levels Fixed an issue where loading a save on the level Alive1 would cause the game to become unresponsive Many visual tweaks and improvements to Planetfire levels Fixed a bug where jumping in decontamination chamber would prevent progressing past Gortoss Fixed an issue where all weapons would be visible simultaneously on loading into a level Fixed an issue where sound that was played in the player's head would sometimes distort Fixed checkpoint at the start of Calastria: Upper Village overlapping world-space of previous level
- Week 58 - 28 September 2015
QA is complete! This week we're tidying up a few points of detail and looking forward to the announcement of the release date :)
- Week 57 - 21 September 2015
While we wait for our final certifications to be issued we continue to listen to your feedback and make adjustments to gameplay and appearance :)
- Wot I Think: Skyshine s Bedlam - 16 September 2015
Skyshine’s Bedlam (that awkward prefix is because a first-person shooter named Bedlam is already on Steam) is a team-based roguelike in which you drive a giant APC across a post-apocalyptic desert, getting into regular turn-based fights and trying not to run out of food and fuel. It’s out today. A list of games which have made me swear the most: 5) Syndicate (original) 4) Prince of Persia: The Sands of Time 3) Mario Kart 2) Quake III: Arena 1) Bedlam …
- Week 56 - 14 September 2015
This week we're wrapping up the final pieces of admin to do with QA and compliance. Meanwhile as this process concludes we're using the time to add in more details and optimisations.
- Update - 11 September 2015
Build: 0.9.11.5766 Enabled unlockable extra options to Chapter Select (Unlimited Ammo, Guns Unlocked) for completing The Citadel Enabled unlockable extra audio track (Christopher Brookmyre) in audio options, for completing The Citadel Fixed an issue with objectives not being restored correctly from a save Fixed The Citadel exit stairs appearing dark like the rest of the scenery Lightened the "power off" state of The Citadel finale Visual tweaks and re-lightmapping for Planetfire Ascension Miscellaneous visual polish to other levels
- Week 55 - 7 September 2015
A few nice improvements to be made after our last patch. As always, thank you for your feedback :)
- Update - 4 September 2015
Build: 0.9.10.5735 Fixed player velocity being incorrectly carried over on level transitions and restarts Fixed Death's Dark Vale becoming uncompleteable when loading a save including a tower with one broken panel Fixed objects with deactivated simplified renderers (e.g. stairs) not triggering footsteps correctly Added interior atmos audio to Planetfire buildings Tweaked placement of music trigger in Out of the Frying Pan, Into the Planetfire Fixed gaps appearing around the edge of the death screen on certain resolutions Fixed some overlapping text in specific localisations Relightmapped Calastria levels
- Week 54 - 1 September 2015
Continuing to respond to feedback and hopefully patching more tweaks and additions this week :)
- Update - 28 August 2015
Build: 0.9.10.5706 Athena will now react verbally to combat situations, when no other dialogue is active Added more impactful audio for player death Melee NPCs now no longer strafe when moving into combat Improved lighting, scenery and terrain across Calastria and Planetfire Fixed some incorrect geometry in the navmesh of the finale of Yes, We're Going There Standardised some inconsistent behaviour with GUI button audio
- Week 53 - 24 August 2015
Aiming for another patch this week with further improvements while we wait for the all clear from QA admin.
- Update - 21 August 2015
Build: v0.9.10.5689 Improved visual impact of player death Many visual improvements to Out of the Frying Pan, into the Planetfire Fixed accidental breaks in navmesh in Yes, We're Going There Player will no longer crouch when exiting the menu using the Back button on gamepad Fixed an exception being thrown in Alive1 when resuming an old save Fixed an issue where music/atmos would be incorrect when exiting the mini-glitch in Alive1 V-sync toggle should now display correctly when entering the graphics options menu Prevented picking up of physics objects while standing on them, or airborne, to prevent possible exploits Changed the way the player interacts with held physics objects to make object clipping more unlikely Gamepad settings menu now has an Apply button, to mirror functionality of other menus
- Week 52 - 17 August 2015
Aiming for another patch this week with more tweaks and adjustments. Meantime we're finishing up various bits of admin needed for release.
- Week 51 - 10 August 2015
Lots of great feedback since our last patch, thank you again ^^ This week we're going to be addressing these items as well as a few more that we'd like to further improve upon from our own testing.
- Update - 7 August 2015
Build: 0.9.10.5652 Added visual points of reference and collider optimisations to all Death or Glory levels to aid navigation Tweaked and rebaked lightmaps on several levels Fixed missing terrain in Circling the Drain Fixed manual save names being mistakenly truncated to 10 characters Prevented players from crouching under trucks on Death or Glory levels Fixed an audio congestion issue that would occasionally cause dialogue queues to skip Crossbow bolts will no longer distort when attaching to certain objects of non-uniform scale Pressing back during Chapter Select difficulty selection will now only close the difficulty selection overlay Fixed an issue where the player could get stuck on top of the respawn in Chilli Chomper Fist spike unlocked state is now correctly saved in Alive1 Player velocity is now restored when saving/loading Fixed bug where player could sometimes enable Back but…
- Week 50 - 3 August 2015
We're through the major parts of QA now and awaiting further feedback. Meantime we're working on your suggestions and making some restructuring and graphical enhancements to our larger levels in order to improve navigation and provide more distinctive design touches, these should result in more visual cues to help get your bearings while exploring ^^
- Week 49 - 27 July 2015
Another big patch last week addressing a lot of your feedback and including many tweaks suggested by QA. This week we're continuing to add more of these improvements.