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Crunch Element News

Operations Mode Hotfix Update

Hello everyone! A new update is out on the experimental branch. Going forward, please use the experimental branch for testing since the test_interaction branch will be deleted! This updated is mainly fixes based on feedback, but there are some new stages thrown into the mix as well. If any other bugs come in or you have some ideas you think would improve the game, I'd love it hear it over on the Discord! I'm looking forward to finally getting the default branch updated after a few more fixes are in place. Enjoy!

Changelist:

- Added Stage 6
- Added Stage 7
- Added Stage 8
- Added AK suppressor
- Implemented options for truck destinations after a mission is complete
- Implement joystick swap option (left hand mode)
- Updated bindings for all controllers (Oculus and Vive now have correct bindings)
- Implemented proper scene handling when a player disconnects
- Fixed issue with hands getting stuck on spawn
- Fixed issues with using items originally spawned by another player
- Implement trigger grab for weapon slides and most functionality
- Fixed issue with voice chat not working
- Fixed issue with buy panels and loadout panels popping in an out when remote players would enter the trigger zone
- Removed debug text
- Fixed issue with enemies shooting at dead bodies
- Increased grab radius for medium slots
- Fix issue with players needed to exit and reenter truck when bringing intel in as the last objective
- Made movement tighter and more precise (increased acceleration)
- Breaching charges and large items now shrink when holstered
- Removed shadows on holsters that was causing artifacts
- Fixed issue with the recycler eating weapons if the player spawned in too close to it
- Fixed issue with clients occasionally having a different time of day than the host
- Fixed issue with multiple backpacks spawning in coop games
- Fixed issue with duplicate player model spawning in the truck
- Improved operations stage selection to be random and include all stages
- Fixed issue with barrel clang noise
- Fixed issue with the join mission UI not displaying the correct stage when an operation is active
- Fixed issue with enemies occasionally not spawning in procedural
- Improved enemy performance
- Fixed issue with shelves clipping though windows in procedural mode
- Fixed issue with old building modules not being cleaned up on subsequent levels
- Polished death effects of a remote player (smoother item drop and no unholster sounds)
- Fixed issue with UI toggle settings not saving properly
- Increased playzone in procedural levels
- Increased playzone in stages
- Fixed issue with terrain clipping through procedural compounds
- Fixed issue with beams in sandbox using the wrong UVs
- Added more accurate collider on medical shelf prop
- Remove shadow on espionage objective
- Polished the grabbing of items from backpacks
- Tweaked enemy spawn points
- Removed unused "detach from distance" setting
- Added prioritization of small holsters when purchasing items



The new "Operations" update is ready for testing!



Calling all testers! The new operations mode is out on the test_interaction branch! It’s so experimental it’s not even on the experimental branch! Sit this one out if you’re not feeling so “experimental”.
(Note: Some people might have issues with bindings if they are going directly from the default branch. To fix this, use a custom Steam binding until the default branch is updated. Ask around in #testing-discussion Discord channel)

Check out a detailed discussion in the latest devlog!
https://youtu.be/sUDsj0L3CtQ

What’s the big deal?
It’s the first community testing of handmade levels, inventory persistence, multiple objectives, new attachments, economy, loot, and much more!

It’s not a matter of if something breaks, but what breaks. Breaking the build and updating the Nolt board is the only way the game gets better! Please send all testing feedback and bug reports here

For back and forth troubleshooting and general discussion of the new build, head on over to the Discord server!

High level plan
1. First, find out what breaks and fix those issues. Performance and enemies are known improvements and will be the highest priority fixes!
2. Once the major game-breaking stuff is fixed on the test_interaction branch, update the experimental branch and do even more comprehensive testing. After this, the experimental branch will be used for testing going forward.
3. Finally, update the default branch once everything is relatively stable and get back into the rhythm of frequent default branch updates!

Winter Roadmap
- Immediate fixes based on tester feedback
- Enemy performance + quality update (high priority)!
- Balancing economy based on feedback and adding difficulty parameters
- Dedicated moveable barricades
- More stages
- More attachments (and attachment balance)
- End of session stats
- Global progress (making guns, attachments, and challenge stages unlockable)
- Polish, polish, and polish!

Changelist (for the test_interaction branch)
Added Operations mode (persistence health and inventory)
Added recycler truck module for Operations mode
Added truck shop for Operations mode
Added credit system and transaction display in truck for Operations mode
Added loot spawning randomly in Operations levels
Added enemy loot drops in Operations
Added Stage 0
Added Stage 1
Added Stage 2
Added Stage 3
Added Stage 4
Added Stage 5
Added new props for Operations stages
Reimplemented procedural mode with settings for different biome selection
Added meal bar (first health item!)
Added red dot optic
Added reflex sight
Added iron sights option
Added espionage objective
Added sabotage objective
Added extermination objective
Added quick drop system for backpack (just drop items on your back)
Improved lighting performance
Added proximity voice chat with mute options and talking indicator
Added end of round screen placeholder where stats will be
Added objective complete and mission complete sounds and text effects
Added objective indicators
Added brick wall module type and paint variations
Fixed issue with AO settings not actually applying
Fixed issue with 40mm round collider, so now it reliably explodes on barricades
Fixed tile seaming issue that occurred with flashlights
Fixed issue with being able to hear many sounds when transitioning scenes
Fixed clanging sound bug with other players
Fixed rendering issue with bullet holes looking orange
Fixed issue with rare enemy muzzle flashes remaining after they have been killed
Updated remote player inventories to be visible
Updated holographic sight to be more visible
Updated wall charge to use clacker
Made props immovable (pending new moveable barricades)

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.

[previewyoutube][/previewyoutube]

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!