- Crash on Launch - 24 August 2020
I've been getting a handful of reports, primarily from Windows 10 users, that the game crashes at launch or sometimes during gameplay. I will update the game to fix this issue, but until then there is a workaround that all of the people so far who have had the issue has it solved by doing this. I made on a post on the forum detailing the current workaround: https://steamcommunity.com/app/312230/discussions/0/4633595582108062424 Set Launch Options to: -force-d3d9 If this does not solve your issue, or if you have any other issues, please post in the forums: https://steamcommunity.com/app/312230/discussions or email me at: [email protected] Thank you!
- The Ancestor Bundle contains some PC classics for pennies - 4 February 2019
Our audience may skew towards us old fogeys who remember the days of DOS memory management. Some of you are still young, or just late to the party. The Ancestor Bundle over on Fanatical costs as much as a cup of coffee – cheap cafeteria stuff, not Starbucks – and gets you a bunch of immersive sims including both System Shock Games, Strife (the 90s one, not the MOBA) and the more recent Spirits of Xanadu. You also get dark point-and-click adventure I Have No Mouth, And I Must Scream, N64-era platform explore-o-shooter Shadow Man and recently re-released mech RTS Metal Fatigue. (more…)
- Added currencies and price changes - 24 February 2018
Recently Steam added new currencies, few things got in the way (my apologies) and it took me awhile to update them but we now support all the recently added currencies. Those incude: Argentinian Peso (ARS) Costa Rican Colón (CRC) Israeli New Shekel (ILS) Kazakhstani Tenge (KZT) Kuwaiti Dinar (KWD) Polish Zloty (PLN) Qatari Rial (QAR) Ukrainian Hryvnia (UAH) Uruguayan Peso (UYU) Vietnamese Dong (VND) We've updated the prices for all the other regions as well, and lowed the price of the game from $9.99 USD to $4.99 USD. Thanks for playing, and for those who have yet to play we hope you enjoy it! -Allen
- Added currencies and price changes - 24 February 2018
Recently Steam added new currencies, few things got in the way (my apologies) and it took me awhile to update them but we now support all the recently added currencies. Those incude: Argentinian Peso (ARS) Costa Rican Colón (CRC) Israeli New Shekel (ILS) Kazakhstani Tenge (KZT) Kuwaiti Dinar (KWD) Polish Zloty (PLN) Qatari Rial (QAR) Ukrainian Hryvnia (UAH) Uruguayan Peso (UYU) Vietnamese Dong (VND) We've updated the prices for all the other regions as well, and lowed the price of the game from $9.99 USD to $4.99 USD. Thanks for playing, and for those who have yet to play we hope you enjoy it! -Allen
- Small update - 16 November 2017
Updated the game to Unity version 5.6.4. No notable changes, aside from a couple very minor code optimizations. If you encounter any issues you can always roll back to the previous version by right clicking the game on Steam, clicking Properties, then in the Beta tab click on the drop down menu to opt into the previous_stable branch then restart Steam.
- Small update - 16 November 2017
Updated the game to Unity version 5.6.4. No notable changes, aside from a couple very minor code optimizations. If you encounter any issues you can always roll back to the previous version by right clicking the game on Steam, clicking Properties, then in the Beta tab click on the drop down menu to opt into the previous_stable branch then restart Steam.
- November 7 patch - 8 November 2016
-Added brightness setting under "Video Options" -Updated lighting -Misc bug fixes & upgrade to latest Unity version -Adjusted robot respawn (less frequent respawns, fewer suicide droids) Also made a few changes to the beginning of the game. Too many people miss the briefcase (and, of course, the flashlight) so now it's already open at the start. The second change is the first two robots have less health than their counterparts, to hopefully lessen the amount of people who die right at the beginning while maintaining their presence. The amount of changes were relatively small so I did little play-testing, but as always if there are any issues let me know and any feedback is welcome as well.
- November 7 patch - 8 November 2016
-Added brightness setting under "Video Options" -Updated lighting -Misc bug fixes & upgrade to latest Unity version -Adjusted robot respawn (less frequent respawns, fewer suicide droids) Also made a few changes to the beginning of the game. Too many people miss the briefcase (and, of course, the flashlight) so now it's already open at the start. The second change is the first two robots have less health than their counterparts, to hopefully lessen the amount of people who die right at the beginning while maintaining their presence. The amount of changes were relatively small so I did little play-testing, but as always if there are any issues let me know and any feedback is welcome as well.
- Another small patch - 5 October 2016
This patch addresses the frequently occuring "white flash" that is accompanied by a high pitched ear ringing noise. It's supposed to happen at specific moments, but an oversight on my part caused it to trigger when it shouldn't. In addition: - Updated the game to the latest version of Unity. - Adjusted the lighting, lower contrast in darker areas. - A few minor shader adjustments and bug fixes. - Adjustment to the "max queued frames" setting in an attempt to improve FPS on those with weaker CPUs. This potential fix is for DX9/DX11 only, other platforms are out of luck (sorry). If any issues arise, the previous stable version is always available, just go into properties and go to the beta tab and opt into the "previous_stable" version. Don't hesitate to post any issues you find in the forums, be sure to include system specs and the output_log.txt file, which you can find here (scroll dow…
- Another small patch - 5 October 2016
This patch addresses the frequently occuring "white flash" that is accompanied by a high pitched ear ringing noise. It's supposed to happen at specific moments, but an oversight on my part caused it to trigger when it shouldn't. In addition: - Updated the game to the latest version of Unity. - Adjusted the lighting, lower contrast in darker areas. - A few minor shader adjustments and bug fixes. - Adjustment to the "max queued frames" setting in an attempt to improve FPS on those with weaker CPUs. This potential fix is for DX9/DX11 only, other platforms are out of luck (sorry). If any issues arise, the previous stable version is always available, just go into properties and go to the beta tab and opt into the "previous_stable" version. Don't hesitate to post any issues you find in the forums, be sure to include system specs and the output_log.txt file, which you can find here (scroll dow…
- Very tiny patch - 30 July 2016
-Changed the text on the "Communications" Auxilliary power unit as it's misleading, it enables the computers not the communications. The communications, external communications to HQ that is, can't be restored. Which may have led to confusion about the communications option in the save terminal. Lord that took a year to fix that mistake. -Change a thing that can only be done once per sesson to a thing that can be done more than once per session. -And ditto for another. -Small lighting bugfix.
- Very tiny patch - 30 July 2016
-Changed the text on the "Communications" Auxilliary power unit as it's misleading, it enables the computers not the communications. The communications, external communications to HQ that is, can't be restored. Which may have led to confusion about the communications option in the save terminal. Lord that took a year to fix that mistake. -Change a thing that can only be done once per sesson to a thing that can be done more than once per session. -And ditto for another. -Small lighting bugfix.
- Another small patch - 28 July 2016
This is just a small update to address some things I forgot in the previous one, and a few other things I felt like doing. -Updated to Unity 5.4 which was just released, its changelog indicates audio and GI improvements, as well as multi-threading performance improvements (I can't tell any difference). -Hard Mode no longer resets you to your last save point when you die. -You can now disable the key prompt display, in addition to the hint text, when hovering your cursor over something you can interact with. -If your "Interact" key is longer than one character it will display a hand icon instead of the key's name (e.g. when assigning the third mouse button to "Interact", the on screen text would previously display obtrusive "Mouse3" text). -Pressing the Escape key will cancel a key assignment in progress, and is no longer allowed to be changed from "Pause". -Fixed the first pillbot being…
- Another small patch - 28 July 2016
This is just a small update to address some things I forgot in the previous one, and a few other things I felt like doing. -Updated to Unity 5.4 which was just released, its changelog indicates audio and GI improvements, as well as multi-threading performance improvements (I can't tell any difference). -Hard Mode no longer resets you to your last save point when you die. -You can now disable the key prompt display, in addition to the hint text, when hovering your cursor over something you can interact with. -If your "Interact" key is longer than one character it will display a hand icon instead of the key's name (e.g. when assigning the third mouse button to "Interact", the on screen text would previously display obtrusive "Mouse3" text). -Pressing the Escape key will cancel a key assignment in progress, and is no longer allowed to be changed from "Pause". -Fixed the first pillbot being…
- Eighth Update - 21 July 2016
Been awhile since the last update, but we haven't been idle. Working on concepts and prototypes for the next game, as well as other side projects has kept us busy. Meanwhile I've been taking down notes while reading reviews and the forums, and watching streams and YouTube videos, and compiled a list of bugs, exploits, and improvements that could be made. And some of them made this update, which I think is the largest one so far. Technical and Visual: Updated the game to the latest stable version of Unity. Updated/improved some of the post-processing effects. Ambient occlusion (SSAO) in particular should look and perform much better now. Added SMAA as an alternative form of anti-aliasing, looks better than FXAA and doesn't cost a whole lot more in terms of performance. Added volumetric lighting, enabled by default. It's a decently optimized effect and only incurs a small performance hit,…
- Eighth Update - 21 July 2016
Been awhile since the last update, but we haven't been idle. Working on concepts and prototypes for the next game, as well as other side projects has kept us busy. Meanwhile I've been taking down notes while reading reviews and the forums, and watching streams and YouTube videos, and compiled a list of bugs, exploits, and improvements that could be made. And some of them made this update, which I think is the largest one so far. Technical and Visual: Updated the game to the latest stable version of Unity. Updated/improved some of the post-processing effects. Ambient occlusion (SSAO) in particular should look and perform much better now. Added SMAA as an alternative form of anti-aliasing, looks better than FXAA and doesn't cost a whole lot more in terms of performance. Added volumetric lighting, enabled by default. It's a decently optimized effect and only incurs a small performance hit,…
- Seventh Update - 29 October 2015
In this patch there are a bunch of performance optimizations, gameplay and sound tweaks, bug fixes, as well as a switch to a universal binary for OS X for improved compatibility. -Major improvements to performance on the CPU side related to excessive and unnecessary physics calculations -Minor optimizations to some post-processing shaders -Removed a useless function that led to decreased performance while the inventory was open -Additional improvements for the crackling sound some users experienced -Announcer sound levels adjustment -Few other minor sound level adjustments (one notable change is that the suicide droid's footsteps are slightly louder) -Lotus flower now fades in -No more permanent rain under certain conditions -Moved the trash can in the shuttle bay area -Fixed case where weapon camera would not deactivate -Added explosion force for the cleaner bot's death -Fixed instance…
- Seventh Update - 29 October 2015
In this patch there are a bunch of performance optimizations, gameplay and sound tweaks, bug fixes, as well as a switch to a universal binary for OS X for improved compatibility. -Major improvements to performance on the CPU side related to excessive and unnecessary physics calculations -Minor optimizations to some post-processing shaders -Removed a useless function that led to decreased performance while the inventory was open -Additional improvements for the crackling sound some users experienced -Announcer sound levels adjustment -Few other minor sound level adjustments (one notable change is that the suicide droid's footsteps are slightly louder) -Lotus flower now fades in -No more permanent rain under certain conditions -Moved the trash can in the shuttle bay area -Fixed case where weapon camera would not deactivate -Added explosion force for the cleaner bot's death -Fixed instance…
- Small patch - 17 October 2015
-Fix for the "King of the Dead" achievement not triggering if the crown hits the floor before the player can grab it. Thanks to forum member F4/80 for the steps on how to reproduce this bug!
- Small patch - 17 October 2015
-Fix for the "King of the Dead" achievement not triggering if the crown hits the floor before the player can grab it. Thanks to forum member F4/80 for the steps on how to reproduce this bug!