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Crunch Element News

Progress Update!

Hello everyone!

It's been a while since the last Steam announcement, but that doesn't mean things have been quiet behind the scenes. Far from it in fact. Throughout this year, many prototypes were made, ideas tested, and systems developed all with the purpose of making Crunch Element all it can be.

In short, Crunch Element is going back to the basics, focusing on what makes it unique: destruction in a CQB setting. What does this mean? Higher fidelity interaction, a bigger focus on gear + attachments, and handcrafted levels that enable consistently enjoyable gameplay. See the latest devlog for an in depth discussion about progress this year. Some ultra-experimental stuff is on the test_interaction branch which is used for testing these new systems. A top priority for the end of this year is getting everything synced up and rock solid on the main branch. If you want to put your testing hat on and get down to business tracking bugs and providing feedback, then jump in the Discord server here.

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Now onto the exciting bits. What has already been implemented and currently in testing?



[h2]A New Interaction System[/h2]
In order to lay the foundation for the many exciting things on the roadmap, a new interaction system was a necessary component to unleash Crunch Element's potential. Everything including the player rig, items, and weapons were reworked to use this system. This results in a higher fidelity of physics interactions with the environment, new items that take advantage of this, and new quality of life features like force grabbing!



[h2]A larger focus on items and gear[/h2]
To bring out more from Crunch Element and pave the way future game modes, there's now a stronger emphasis on items. The introduction of the new inventory system will allow for a more in-depth management of items which will include things like weapons, individual magazines, health items, and more. For quick access, there are slots on the player's "hotbar" which is always in front of them. For longer term storage and collecting items, players can utilize the new backpack.



[h2]Attachments and customization[/h2]
A brand new attachment and weapon modification system has also been implement and currently in testing! Player's can customize their weapons before heading out on operations with various types of attachments such as muzzle devices, grips, lights, optics, and more. Eventually, both weapons and attachments will be unlockable, but for now they are all available for testing purposes.



[h2]New objectives[/h2]
The following are the objectives currently being tested. Each stage will contain one or more objectives, which will be strung together to make an "Operation" (more on that later).



[h3]Intervention[/h3]
Defuse the Scavenger explosives before they destroy Enterprise equipment.

[h3]Sabotage[/h3]
Players must destroy the signal relay and escape back to the vehicle.

[h3]Espionage[/h3]
Locate and retrieve the intel located in the compound, and return to the vehicle safely.

[h3]Exterminate[/h3]
Identify and eliminate all enemy targets.


[h2]Various improvements and fixes along the way[/h2]
- Fixed many issues regarding sound (sound cutoff, mixing issues, etc)
- Implemented sound mixing
- Ambient sounds
- New destruction module types (brick, different floors, barricades, etc)
- Graphics improvements
- Performance improvements

[h2]What's to come[/h2]
- A new flagship "Operations" mode with roguelike progression
- Many more stages
- Consumable health items
- More attachment types and weapon parts
- Global progression (item and attachment unlocks)
- Enemy improvements
- Various enemy types

Lastly, I'd like to thank everyone for their patience. Striving to build something people enjoy isn't always quick nor seamless, but it's extremely rewarding to see all of the long term work of the past year finally come together. I'm looking forward to hearing your feedback about the new systems and I hope you are excited as I am for the what's to come!

If you'd like to stay up to date through smaller and more frequent updates, consider following Crunch Element on Twitter.

- Blake

Claymores, shields, and AI improvements!



Hello everyone!

Your feedback has been super valuable throughout the whole process so thank you! Quite a bit has been added over the past few weeks including a riot shield, claymores, AI improvements, and much more! Check it out now on the default branch. For specific bug reports and feature requests, please use the feedback board here.

[h2]Features[/h2]
- Added Claymore mines
- Added riot shield
- Added enemy ambient barks
- Added chance for hostile claymores to spawn
- Added credits in hideout
- Increased enemy awareness to player footsteps
- Updated enemies so that they hear player footsteps when close
- Updated enemy corpses to stay
- Added new enemy headshot sound
- Added new enemy hit sound
- Updated claymores to explode when damaged
- Added a select fire switch to AK-20, MK18D, ISR-556, and MPZ (activate with left dpad or double tap detonate on Oculus)
- Added bolt release for slide-lock weapons
- Updated enemies idle aim direction to guard doorways and dangerous angles

[h2]Fixes[/h2]
- Made enemies less janky when dying
- Fix issue with leg shots not doing damage due to collider positioning
- Updated team death sequence to restart the mission instead of automatically returning to hideout
- Made the ammo easier to grab
- Fixed issue with the wrong ammo type being grabbed after holding two weapons
- Fixed issue with the 40mm round occasionally going through barricades
- Fixed issue where enemies would die when they melee attack
- Fixed issue with enemies looking in the wrong direction after breaching
- Fixed sync issue where explosions caused by 40mm grenades wouldn't breach exterior walls for everyone
- Fixed issue where players would receive additional damage in coop games

[h2]High Level Roadmap[/h2]
Interaction update
This will introduce a new high fidelity interaction system that will resolve many symptomatic bugs, and make it easier to add interaction-based features like item stacking and distance grab.

Procedural mission update
This will introduce procedurally generated terrain, new area types, and new game modes.

Weapon update
This will introduce weapon attachments along with two new weapons.

Bug fixes, performance, and quality of life updates will continue to be rolled out along the way. There are also plenty of smaller roadmap items like enemy AI, progression, and more that will be getting done as well. I appreciate your patience and I hope you're just excited as I am for the future!

- Blake

Want to get more engaged with the Crunch Element community? You are more than welcome over at the Crunch Element Discord Server. See you there!

Enemy breaching, barricade rework, and a new explosive item!



Hello everyone!

Things have been busy as the most pressing roadmap items were being tackled. Enjoy this new update which includes many fixes, but also some exciting additions such as enemy breaching, the new impact grenade, and more! Check it out now on the default branch.

[h2]Features[/h2]
- Added the new impact grenade! This is the perfect sidekick for swiftly busting through barricades and interior walls
- Reworked the barricades and added door barricades! Barricades are much more polished and sync properly over the network
- Enemies now breach through barricaded doors! Thing twice before you activate the objective...

[h2]Fixes[/h2]
- Reworked how destruction is handled over network
- Fixed issue with enemies grouping up and meleeing
- Updated truck rotation to be level so that the play area is never tilted
- Increased door frame height
- Updated hand poses on grenades to feel more natural
- Balanced grenade launcher and impact grenade destruction to keep exterior walls intact, making smaller killholes
- Fixed issue with the SteamVR overlay pausing the game and causing sync problems
- Fixed issue with alt-tab causing sync problems

Want to get more engaged with the Crunch Element community? You are more than welcome over at the Crunch Element Discord Server. See you there!

The Crunch Element Discord has been updated!

Hello everyone! I just wanted to let everyone know that the Discord got a complete overhaul! Come drop in to participate in giveaways, give feedback, squad up with teammates or receive help on a problem! Hope to see you there!

https://discordapp.com/invite/vutD5y4

First week update recap!

Hello everyone!

It's been just over a week since the initial early access release, and I'd love to take the time to go over the changes that have been made so far. I'd also like to thank everyone who has been giving quality feedback on the feedback board. Your feedback has been instrumental in making sure the right tasks are being worked on, and I appreciate your patience as I tackle the most pressing items while still keeping things exciting and on-target in accordance with the early access roadmap. Most of the changes so far address the most common feedback which is performance, gameplay, and quality of life (settings). Performance has been significantly increased and will be constantly improving down the line.

[h2]Performance Updates[/h2]
Average CPU frame time in compounds has been reduced by 25%! This breakthrough now allows huge compounds to be made with little performance hit, making the new CPU bottleneck the number of active enemies. Comparative GPU optimizations have also been made by means of GPU instancing, static batching, and distance-activated realtime lights.

[h2]Gameplay[/h2]
As stated in the roadmap devlog, intensifying the attacking/defending moments is critical to enabling exciting and memorable gameplay. This week, enemies now hold their ground on defense and spawn based on the objective's location. Most of the future updates will be dealing with further improving the enemies and their role as defenders.

[h2]Quality of life[/h2]
Quite a few QoL updates have been push out and many more are on the way! Thank you for your patience as I do my best to implement these requests in the best way possible.

Change List since 12/19


[h2]Features[/h2]
- Updated recoil on all weapons!
- Replaced fence with breachable border walls
- Added randomized truck spawn
- Increased the size of compounds
- Implemented enemy crouching and more defense-oriented behavior

[h2]Quality of life/Polish[/h2]
- Added help text in sandbox next to monitors
- Added music toggle and volume control
- Removed auto eject when placing magazines in a gun that already has a mag
- Added ghost sights to PPK
- Added world boundary that teleports player back to map if they fall off
- Updated snap turning to rotate around HDM instead of play area (fixed issue with snapping through walls)
- Updated player to automatically step over debris so jumping is no longer needed to enter a breach
- Updated pose on rifles to reduce front hand angle
- Updated enemy ragdoll to be less agressive on death
- Updated enemy spawn points to be closer to objective

[h2]Fixes[/h2]
- Fixed issue with spawning in with two right hands
- Fixed issue with menu not being usable on spectate
- Fixed issue with aks spawning in corner of compound
- Fixed issue with lag spike when joining mid game
- Fixed UI issue with room listings not being masked
- Fixed issue with magazine being detached from hand if reloading too quickly
- Fixed issue with failing to spawn in procedural after playing sandbox
- Fixed issue that made the objective countdown run faster the more players there were
- Fixed issue with magazines not being able to be grabbed after holstered
- Significantly improved performance of destruction + combat
- GPU performance optimizations

Want to get more engaged with the Crunch Element community? You are more than welcome over at the Crunch Element Discord Server. See you there!