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OUTBRK News

OUTBRK: Development Outlook (November 2024)

Hello chasers! This month our development work has been focused on getting the Passenger Princess ready for release and continuing the development on the vegetation and performance optimization of the game.


PASSENGER PRINCESS

Any new feature that is heavily relying on syncing multiple players together and server events are bound to bring a lot of edge cases, thankfully, our testing team have been hard at work to find and document those issues for us to fix rapidly. If you’ve been following our Trello or Discord, you’ve even seen this work in our work channels on a daily basis ! Since the beginning of the month, we resolved more than 30 bugs or tasks related to this feature alone. We still have a couple more to fix before releasing this massive feature, and you can follow the progress on our trello board here : https://trello.com/b/nsBmMfIa/outbrk-game

NEW CLOTHING

Part of this same update we have a new car and new accessories that we have shown last month. This month we integrated new player clothing that will be part of the same update! Here is a preview:


PROGRESS ON TERRAIN AND VEGETATION

Last month we showed the start of the work on the terrain and vegetation, ending the newsletter on some exploration on the trees. This month we can show how far the vegetation progressed with some animated gifs of the OUTBRK biomes with new trees integrated and rigged for wind:


Follow the progress on the trello card here: https://trello.com/c/MQewzcXc/1219-improve-terrain-and-vegetation-visual-look

CLOUDS PERFORMANCE OPTIMIZATION RESEARCH AND DEVELOPMENT

Our external VFX team, Catalyst, has made significant progress this month on optimizing cloud performance. Our goal is to completely remove the blue artifacts caused by the "cloud downsampling" setting while retaining its performance benefits. Achieving the performance of a high cloud downsampling value without any visual drawbacks is a major step forward for the game's optimization. While we’ve successfully implemented this internally, there are still some side effects we need to address before we can roll out this substantial improvement to all players.

WHAT ABOUT TORNADOES?

Our extensive research and development on cloud performance requires a technical artist to be fully dedicated to this feature, working on it full-time. While it’s taking more time than initially expected, rendering full-scale weather model data within a game engine is largely uncharted territory, presenting us with significant challenges at every step. Given that our tornadoes are still in a very early stage compared to our vision, we’ve asked Catalyst to allocate a second full-time artist exclusively for tornado improvements and development. Starting in early 2025 (the soonest possible), a second developer from Catalyst will join the team to focus entirely on advancing tornado technology, while the current developer continues optimizing cloud performance and looks. Together, they will ensure their unified visual and technical solutions meet our goals for both quality and performance.

WEATHER MODEL IMPROVEMENTS

Development of our weather model is still in progress, with some issues in the current version being actively addressed. We anticipate resolving these challenges soon, which will be an exciting milestone. In the meantime, we’ll continue running new scenarios using the existing model.

That's all for this development update ! Thanks for all your support, consider leaving a review on the steam store to reach more potential future chasers ! https://store.steampowered.com/app/1107320/OUTBRK/
Till next time,
-The OUTBRK Team


OUTBRK: Development Outlook (October 2024)

Happy Halloween chasers! This month we’re sharing a recap of our 0.1 update, new car and car accessories coming soon, an update on the passenger princess feature, an update on the visual upgrade of our terrain and vegetation and welcoming a new member of our development team!


PATCH 0.1 RELEASE

On October 18, we released our biggest technical update to date, the release of the Group Chase and the permanent fix of the memory leak caused by the fix of the infamous lag spike that was present during the first few months of early access. We strongly encourage you to read our patch notes, including our long technical explanation of how we fixed the lag spike and memory management in OUTBRK here:
https://store.steampowered.com/news/app/1107320/view/4704662705448429833?l=english


Shortly after, we released an additional hotfix patch to fix a couple of issues found by our community:
https://store.steampowered.com/news/app/1107320/view/4535779621898170404?l=english


[h3]SHORTER LOBBY CODES ARE COMING[/h3]
One of the feedback about the Group Chase feature is that party invite codes are too long to share, so we’re working on a system to generate shorter invite codes. Here is a sample of what new invite codes will look like: thunder-wedge-coast-temperate-99

NEW CAR AND ACCESSORIES

The new car, the Solstice, has been fully integrated in the game and will be in an upcoming content patch deployed soon.


A whole lot of new car accessories will also be part of this content update. A new hail guard, new rally lights and a very anticipated customisation option; wheel rims. The rims are currently cosmetics only, we’re investigating which kind of impact, if any, we want them to have in-game.


PASSENGER PRINCESS

Our next big gameplay feature coming up is the ability to be multiple players in the same car, commonly called the “passenger princess” feature. The task is progressing well and can be tracked on Trello here : https://trello.com/c/nYSdo4pZ/1214-passenger-princess-feature
Here is a first screenshot of two players in the same car, replicated over network (obviously work in progress).


PROGRESS ON TERRAIN AND VEGETATION

This month we’ve been working on improving the look of our landscape, terrain, grass, etc. This is a very long task and we still have a lot of work to do, but here is some screenshot of the progress so far (All screenshots taken in editor, not in-game, not final).

Landscape Grass


Forest Floor (No trees)


Arid Landscape (3 textures blend, no grass yet)


Coniferous Forest (3 textures blend, no grass yet, no trees yet)


Red Maple Tree (In vegetation modeling software, no representative of final product)


Follow the progress on the trello card here: https://trello.com/c/MQewzcXc/1219-improve-terrain-and-vegetation-visual-look


THE DEVELOPMENT TEAM IS GROWING

We reached a fantastic milestone that highlights the success of the release of the game; we hired our first full time programmer to join the OUTBRK development team, Mathieu (Hice) ! Mathieu has been working for us for 3 months as a 3rd party developer already and has done the keybind menu refactor and support on the memory leak fix for 0.1. He is also in charge of the passenger princess feature since the start of development of this feature. Welcome Mathieu !


NEXT STEPS

We’re still working on improving our weather systems with performance improvement and resolution upgrade. We have more customisation option for our character models and more probe models coming soon, and two new car models are in early production. We can’t wait to share more!

That's all for this development update ! Thanks for all your support, consider leaving a review on the steam store to reach more potential future chasers ! https://store.steampowered.com/app/1107320/OUTBRK/
Till next time,
-The OUTBRK Team


HOTFIX 0.1.1.792 - Scenario Fixes, Random Deaths and Additional Bug Fixes

FIXES


  • Fixed a scenario with incorrect timestamps causing it to end as soon as players load in.
  • Fixed a scenario freezing half way through.
  • Fixed random death issue still occurring.
  • Fixed action wheel events not properly working in online games especially when using keybinds.
  • Fixed private party not queuing players.
  • Fixed volume slider not affecting UI volume.
  • Fixed controllers not recognized due to an addressables issue.
  • Fixed server issue causing players with high ping to not be able to properly enter or exit their vehicle.

MAJOR UPDATE 0.1.0.783 - Party System, Keybind System, World Fixes, and more!

MAJOR CHANGES


  • Added party matchmaking system with the ability to host private lobbies for larger parties
  • Added a new comprehensive keybinding system
  • Fixed memory leak eventually leading to a crash when driving (Long technical explanation about this issue at the bottom of patch notes.)
  • Added the ability to bind mouse buttons and other special keys
  • Added the ability to bind actions that were previously only accessible in the action wheel
  • Fixed all existing issues with the key binding system
  • Added visual feedback when a player is using their microphone



CHANGES


  • Added 20 new scenarios to the rotation
  • Added SevereStudios t-shirts
  • Added raccoon bobble head cosmetic named Cior
  • Updated the wording of offline play to solo chase and clarified progression saving
  • Increased timeout duration when server is loading the scenario for slower computers to still be able to load into a game
  • Increased previously played scenarios taken into account in matchmaking from 8 to 16



MAJOR FIXES


  • Fixed multiple issues causing players to randomly die
  • Fixed a rare memory leak occurring on some systems
  • Fixed an issue causing vehicles to vanish when exiting them
  • Fixed an issue preventing cars to be started on match start
  • Fixed an issue causing probes to give points when unintended
  • Fixed an issue causing errors on vehicle exit


MINOR FIXES


  • Fixed several floating roads and objects throughout the world
  • Fixed an issue causing one road to not be drivable
  • Fixed an issue causing the world signs not displaying the proper town name
  • Fixed an issue causing the towing feature to spawn players incorrectly
  • Fixed an issue with exterior being visible through the Magnitude's hood when driving
  • Fixed DOM3 windshield not displaying proper rain effects
  • Fixed an issue with the lightning emitter
  • Fixed an issue with a tornado having the incorrect flow
  • Fixed an issue causing "enter vehicle" prompt to not display
  • Fixed an issue causing bumpable objects to be movable by characters





When we first launched OUTBRK, we had some frustrating performance issues cropping up during gameplay. Players would experience occasional lag spikes, where the screen would freeze for up to a second—far from ideal when you're trying to enjoy a smooth driving experience. To address this, we cleaned up a lot of our scripts and assets. This helped reduce the amount of data being loaded and unloaded in memory, which significantly improved the situation.

However, as we dug deeper, we discovered a more persistent issue. Unity's default memory management system wasn't releasing scene content from memory after unloading it. Given the vast size of OUTBRK's open world, we had to split the environment into many chunks that would load and unload around the player as they moved. The problem was, the more you drove, the more RAM the game consumed, because the unloaded assets weren't actually being freed. This led to memory bloat, causing further performance headaches like game crashes or streamers having issues with OBS after playing for a while.

[h3]The Solution: Rebuilding Our Streaming System with Addressables[/h3]

To solve this problem, we knew we had to overhaul our entire streaming system. Enter Addressables—a Unity feature that allows us to take control of our memory management. With Addressables, we gained the ability to load and unload specific assets on-demand, releasing them from memory as soon as they were no longer needed. This switch resulted in a much more stable memory footprint, allowing us to better manage resources and improve overall performance.

[h3]The Implementation: A Massive Undertaking[/h3]

Switching to Addressables wasn’t a simple task. We had to comb through the entire game’s assets and reorganize everything to fit the new system. It involved an unbelievable amount of work and debugging, but the results made it all worthwhile. Not only did we stabilize the game’s memory usage, but we also gained the ability to further optimize our memory management down the line.
As a bonus, this massive reorganization allowed us to reduce the game’s size on disk by about 20 GB, making OUTBRK more accessible for players with limited storage space.

OUTBRK: Development Outlook (September 2024)


Hello chasers! We've been working all month on the biggest OUTBRK update to date, so we're giving up an extended update on our progress and what is coming up after that.

PROGRESS ON PARTY SYSTEM AND MAJOR PATCH 0.1

[h2]PARTY SYSTEM[/h2]
The party system is in great shape and almost ready to be released. It has been tested by our Quality Assurance team and we only have one remaining outstanding issue with some microphones configurations remaining to be fixed before being able to release the massive update we’ve been preparing.



[h2]KEY REBINDING SYSTEM[/h2]
We reworked our entire keybinding system to fix the various issues players had when attempting to customize their gameplay experience. We also added various bindable actions that were exclusive to the action wheel menu, like wipers, lights, antennas, anchor, etc.


[h2]BUG FIXES AND MORE[/h2]
We have identified the source of a memory leak causing crashes after a certain amount of playing time and we are currently testing a solution to eliminate it.

Various bugs have also been fixed like some world design bugs, random deaths, cars not starting or not controllable due to server issues, probes giving points when they shouldn’t, and more.

We’ve also added a black and a white version of a new SevereStudios.com t-shirt for characters to wear in game.

We’re also testing the radio system to see if we can include it to the 0.1 update.

MORE CONTENT ON THE WAY

We’re working on adding more content to the game, here are some artist renders (not in-game yet) of what is to come in the near future.
[h2]CARS AND CAR ACCESSORIES[/h2]


And a little teaser of the interior of an upcoming car.



[h2]CHARACTER ACCESSORIES[/h2]


NEXT STEPS

[h2]PERFORMANCES[/h2]
The team is still working hard on optimizing the cloud rendering system. We wanted the tech art team to put all their time and energy on doing research and development to improve the overall performances of the clouds and they are currently testing different theories to find a suitable solution. As soon as this is done, they will switch their focus on improving visuals and adding more tornado types.

[h2]WEATHER MODEL[/h2]
We’ve made good progress on our weather model resolution upgrade which required us to set up a super-computer infrastructure. As previously mentioned, this will allow us to have a lot more details in storm structures, especially in the lower-levels. We are now very close to running our first model run with this improvement.

[h2]GAMEPLAY SYSTEMS[/h2]
We are currently working on revamping some gameplay systems to give a better purpose to reports and pictures. We’re also making some changes to the probes system to make them more intuitive and fun.




That's all for this development update ! Thanks for all your support, consider leaving a review on the steam store to reach more potential future chasers ! https://store.steampowered.com/app/1107320/OUTBRK/
Till next time,
-The OUTBRK Team