- Get Involved in our Latest Development Journey - 24 April 2021
We are hard at work on our latest title OZARK, and we invite you to jump in on the development action by joining us on Twitch and Discord. Drop by and say hello, give us your feedback, and stay tune for beta access. We're looking forward to sharing our development journey with you. Join the ALTER-BOY Discord and follow OZARK's development, and don't forget to follow us on Twitch to be notified when we are developing live.
- Leaving Early Access and Discontinuing Support - 27 August 2018
https://media.giphy.com/media/3o6wrebnKWmvx4ZBio/giphy.gif We are leaving early access and discontinuing support on TENET. This is probably one of the worst things to have to have to write up, but the time has come and we wish there was other ways of salvaging something we spent quite a lot of time working on. I think the hardest part is letting go, and having to disappoint a lot of new and existing players. There were a few issues on launch that we managed to clear up, and a few minor ones that we never managed to track down. All in all we had quite the ride and we learned many things along the way. It was our first launch on Steam and we hope to have more in the future. We made some friends, was able to give some players a fun experience, and angered and disappointed a few... We had a growing list of features and a few fixes that needed to happen, along with some Achievement problems…
- TENET Development Update! - 7 February 2018
We're not dead, we're just busy... I thought I would post a quick update on the current development status. It's been a few weeks since we have touched the build in terms of adding or fixing things.... We have been helping some friends "HapSys" put together a demo for their "Haptic Vest" It's meant to provide full feedback to the upper body based on Vector positions collisions in 3D space.... meaning that you can feel every Bullet Fired, Foot Stomped, and incoming enemy damage. It's a really cool tech that we are excited to be working on integrating into TENET. If you're like us, we take rumble for granted. It adds greater depth to any experience, and feeling the game through new experiential forms of feedback, it truly brings any experience to the next level, including this one. We've also been demoing the game with the Haptic Vest at various events and local TV spots. Needless to say…
- TENET Development Update! - 7 February 2018
We're not dead, we're just busy... I thought I would post a quick update on the current development status. It's been a few weeks since we have touched the build in terms of adding or fixing things.... We have been helping some friends "HapSys" put together a demo for their "Haptic Vest" It's meant to provide full feedback to the upper body based on Vector positions collisions in 3D space.... meaning that you can feel every Bullet Fired, Foot Stomped, and incoming enemy damage. It's a really cool tech that we are excited to be working on integrating into TENET. If you're like us, we take rumble for granted. It adds greater depth to any experience, and feeling the game through new experiential forms of feedback, it truly brings any experience to the next level, including this one. We've also been demoing the game with the Haptic Vest at various events and local TV spots. Needless to say…
- Patch 1.3.3 is now Live - New Years Eve! - 31 December 2017
Patch 1.3.3 is now live! We made a few fixes to the stats and balanced out a few things during that process. Also we believe we have a fix for the random times you are unable to move. Lastly we threw another novelty item in. it's well... in good spirit! Fixed several minor bugs in the codebase. Fixed a bug in the perc engine Balanced and fixed a speed issue with the player stats Fixed player blocking issues (Seemed to be due to the enmies moving away from their hip origin position. The block was being blocked by the enemy collider and the hip join being so far away that the mesh was not visible. The pooling engine is being stubborn and not reseting the position after the enemy has finished ragdolling and reporpusing begins. Added new "WORLD PARTY HAT" novelty item to the Player Customization section in Novelty Items section. Cleaned up the stomp and punch ability animations and timing.…
- Patch 1.3.3 is now Live - New Years Eve! - 31 December 2017
Patch 1.3.3 is now live! We made a few fixes to the stats and balanced out a few things during that process. Also we believe we have a fix for the random times you are unable to move. Lastly we threw another novelty item in. it's well... in good spirit! Fixed several minor bugs in the codebase. Fixed a bug in the perc engine Balanced and fixed a speed issue with the player stats Fixed player blocking issues (Seemed to be due to the enmies moving away from their hip origin position. The block was being blocked by the enemy collider and the hip join being so far away that the mesh was not visible. The pooling engine is being stubborn and not reseting the position after the enemy has finished ragdolling and reporpusing begins. Added new "WORLD PARTY HAT" novelty item to the Player Customization section in Novelty Items section. Cleaned up the stomp and punch ability animations and timing.…
- Patch 1.3 is now live! - 30 December 2017
Patch 1.3 is now live! https://media0.giphy.com/media/dTlrPbZagxCko/giphy.gif We're rolling out a quick patch that has a few minor tweaks and one large fix for the Rune Perc Stacking Bonus bug. We have also inflated the scoring again due to the perc bug being unfair advantage/disadvantage to some. Fixed several null reference exceptions that didn't get picked up until now Tweaked the game over sequence slightly Fixed major issues with rune perc bonus calculations. There was a compounding effect each time the Player used the Piller to upgrade. Removed some scores from the Leaderboards Inflated the Scoring again Keep us posted if you find anything else we missed. Thanks again everyone!
- Patch 1.3 is now live! - 30 December 2017
Patch 1.3 is now live! https://media0.giphy.com/media/dTlrPbZagxCko/giphy.gif We're rolling out a quick patch that has a few minor tweaks and one large fix for the Rune Perc Stacking Bonus bug. We have also inflated the scoring again due to the perc bug being unfair advantage/disadvantage to some. Fixed several null reference exceptions that didn't get picked up until now Tweaked the game over sequence slightly Fixed major issues with rune perc bonus calculations. There was a compounding effect each time the Player used the Piller to upgrade. Removed some scores from the Leaderboards Inflated the Scoring again Keep us posted if you find anything else we missed. Thanks again everyone!
- Merry Christmas and Happy Holidays! - 25 December 2017
Merry Christmas and Happy Holidays! Thanks for all the good times this year. There have been ups and down and through it all we couldn't be happier with where we are at and the amazing community that has grown. We decided to drop a fun little novelty in so you can kill with a bit of Christmas Cheer this holiday! It's only 25 Runes in the Novelty section now! Me and Dusty are in need of some downtime for the holidays. We are still tracking some perc database and balancing issues. Enjoy the new novelty item, and as always thanks for playing and have a great Winter Break! Thanks again everyone!
- Merry Christmas and Happy Holidays! - 25 December 2017
Merry Christmas and Happy Holidays! Thanks for all the good times this year. There have been ups and down and through it all we couldn't be happier with where we are at and the amazing community that has grown. We decided to drop a fun little novelty in so you can kill with a bit of Christmas Cheer this holiday! It's only 25 Runes in the Novelty section now! Me and Dusty are in need of some downtime for the holidays. We are still tracking some perc database and balancing issues. Enjoy the new novelty item, and as always thanks for playing and have a great Winter Break! Thanks again everyone!
- Patch 1.2.0.2 is Now Live! Big Update! - 19 November 2017
Patch 1.2.0.2 is Now Live! So many fixes it will make your head pop off!... Well... this is a pretty major update, so we are moving up to Version 1.2. This update brings a lot of fixes as well as additional changes and additions we hope you will enjoy! https://media.giphy.com/media/Am1nhjxVA0fEQ/giphy.gif List of fixes, changes, and additions included in the current patch: Added Raw Input to turn off camera smoothing and get X and Y directly from mouse Input. Added invincibility to boss flying phase. This changes the boss encounter dramatically Fixed boss enemy waves and scaled their HP based on stage A huge tune up on the entire stage and wave balancing Fixed bug in all perc rewards (Percs have also been tuned slightly) Ability damage is now scaled by power levels and special abilty Tuned AI Vision system for better performance Bullets are now unable to penetrate the darkness The darkn…
- Patch 1.2.0.2 is Now Live! Big Update! - 19 November 2017
Patch 1.2.0.2 is Now Live! So many fixes it will make your head pop off!... Well... this is a pretty major update, so we are moving up to Version 1.2. This update brings a lot of fixes as well as additional changes and additions we hope you will enjoy! https://media.giphy.com/media/Am1nhjxVA0fEQ/giphy.gif List of fixes, changes, and additions included in the current patch: Added Raw Input to turn off camera smoothing and get X and Y directly from mouse Input. Added invincibility to boss flying phase. This changes the boss encounter dramatically Fixed boss enemy waves and scaled their HP based on stage A huge tune up on the entire stage and wave balancing Fixed bug in all perc rewards (Percs have also been tuned slightly) Ability damage is now scaled by power levels and special abilty Tuned AI Vision system for better performance Bullets are now unable to penetrate the darkness The darkn…
- Patch 1.1.12 is now live! - 7 November 2017
Patch 1.1.12 is now live! This patch fixes up several issues that were left behind after the AI Controller patch, along with a few new tweaks, including the nasty stuck in place bug! List of fixes included in the current patch: Fixed the player sticking bug (this was due to some pooling issues where the enemies were not being reset and you were being blocked by an actual enemy but the rig was not on it's origin. Fixed stuck in place bug where the physics was sticking the player to the ground in some cases. Tuned firing mechanics slightly. Fixed Lost Life Charge (discharge) You are unable to fire the weapon after you lose a life momentarily. Releasing the trigger and pulling it again will let you fire immediatly. Added a new trigger for when player is close to "Consumed" enemies. They will be set to always ragdoll when killed. Fixed a object reference bug when the stage is cleared. Tuned…
- Patch 1.1.12 is now live! - 7 November 2017
Patch 1.1.12 is now live! This patch fixes up several issues that were left behind after the AI Controller patch, along with a few new tweaks, including the nasty stuck in place bug! List of fixes included in the current patch: Fixed the player sticking bug (this was due to some pooling issues where the enemies were not being reset and you were being blocked by an actual enemy but the rig was not on it's origin. Fixed stuck in place bug where the physics was sticking the player to the ground in some cases. Tuned firing mechanics slightly. Fixed Lost Life Charge (discharge) You are unable to fire the weapon after you lose a life momentarily. Releasing the trigger and pulling it again will let you fire immediatly. Added a new trigger for when player is close to "Consumed" enemies. They will be set to always ragdoll when killed. Fixed a object reference bug when the stage is cleared. Tuned…
- Patch 1.1.11 is now live! - 6 November 2017
Patch 1.1.11 is now live! This patch seems to finally put a rest the AI Controller issues people have been experiencing (also referred to as the "exploit") List of fixes included in the current patch: Refactored AI Controller task controller to error handle agents not properly registered. Fixed several null reference bugs. Tuned the first stage Boss HP (multiplier moved from 1 to 2 and now sits at 1.5, he was a bit too spongy) Fixed navigation agent initialization bug. Thanks again everyone!
- Patch 1.1.11 is now live! - 6 November 2017
Patch 1.1.11 is now live! This patch seems to finally put a rest the AI Controller issues people have been experiencing (also referred to as the "exploit") List of fixes included in the current patch: Refactored AI Controller task controller to error handle agents not properly registered. Fixed several null reference bugs. Tuned the first stage Boss HP (multiplier moved from 1 to 2 and now sits at 1.5, he was a bit too spongy) Fixed navigation agent initialization bug. Thanks again everyone!
- Patch 1.1.10 is now live! - 4 November 2017
Patch 1.1.10 is now live! This patch fixes a series of bugs with the Boss and Stage Controller This update should resolve a few issues we were having with the Boss mechanics including the Special ability. List of fixes and additions in current patch: Added a failsafe to the stage controller Reworked the boss state machine to fix a bug having to do with the flying phase not triggering after Boss goes into his Special phase. Fixed warping fx on boss (When triggering a new phase or killing boss during special would cause warping blur fx to stay on) Fixed stage progression UI timer Thanks again everyone! Cheers!
- Patch 1.1.10 is now live! - 4 November 2017
Patch 1.1.10 is now live! This patch fixes a series of bugs with the Boss and Stage Controller This update should resolve a few issues we were having with the Boss mechanics including the Special ability. List of fixes and additions in current patch: Added a failsafe to the stage controller Reworked the boss state machine to fix a bug having to do with the flying phase not triggering after Boss goes into his Special phase. Fixed warping fx on boss (When triggering a new phase or killing boss during special would cause warping blur fx to stay on) Fixed stage progression UI timer Thanks again everyone! Cheers!
- Patch 1.1.9 - 3 November 2017
Patch 1.1.9 is now live! This patch adds a few changes, additions and one big bandaid. Well... the AI bug still wasn't solved, so here is another patch that hopefully solves this once and for all. If you still encounter the enemies not moving let us know on the discussion post so we can keep collecting data on it. https://media.giphy.com/media/Lvand4cUuA6xG/giphy.gif List of fixes and additions in current patch: Added transition sound to Light/Dark area entry and exit Tuned the fire point on the players weapon so that you can hit enemies closer towards you. (It was a bit too far out) Fixed garbage collection issue on boss enemies Fixed boss special ability rock barricade (one rock barricade was turned 180 degres in the wrong direction) Added a watcher script to the AI Engine that makes sure it cannot be disabled during gameplay (hopefully this solves the issue). Fixed Leaderboard Icon b…
- Patch 1.1.9 - 3 November 2017
Patch 1.1.9 is now live! This patch adds a few changes, additions and one big bandaid. Well... the AI bug still wasn't solved, so here is another patch that hopefully solves this once and for all. If you still encounter the enemies not moving let us know on the discussion post so we can keep collecting data on it. https://media.giphy.com/media/Lvand4cUuA6xG/giphy.gif List of fixes and additions in current patch: Added transition sound to Light/Dark area entry and exit Tuned the fire point on the players weapon so that you can hit enemies closer towards you. (It was a bit too far out) Fixed garbage collection issue on boss enemies Fixed boss special ability rock barricade (one rock barricade was turned 180 degres in the wrong direction) Added a watcher script to the AI Engine that makes sure it cannot be disabled during gameplay (hopefully this solves the issue). Fixed Leaderboard Icon b…