1. Instruments of Destruction
  2. News

Instruments of Destruction News

Instruments of Destruction blasts its way onto consoles

[p][/p][p]Shadow-dropped at Twitch Galaxies, we’ve announced that our physics-based vehicle destruction game Instruments of Destruction is now available on PS5 and Xbox Series X|S, to join our Steam version!

[/p][p]Get behind the controls of over 130 wild and wondrous machines, causing total mayhem and levelling islands in mind-bogglingly glorious chaotic action.

To celebrate, we’ve released an explosive new trailer. Check it out:
[/p][previewyoutube][/previewyoutube][p][/p][p]Take on over 50 campaign missions and get to grips with your instruments, then revisit these maps in Challenge Mode with new vehicles and harder objectives. Or go your own way, trying out the Build & Destroy campaign with 25 new missions before editing and building your own vehicles for endless destructive fun in the Sandbox.

However you prefer to enjoy Instruments of Destruction, we invite you to join us in the official Discord server where you can meet other players, ask questions and share your creations.[/p]

Patch notes for version 1.14a (minor update)

Some more minor fixes coming over from the console version porting process:

  • Added "EARTHQUAKE!" to the screen when there's an earthquake
  • Fixed a few more 60hz physics issues
  • Fixed a bug where some logic was processing while the game was paused (making vehicles go wonky after you paused)
  • Fixed some minor localization issues (mission labels being the most obvious one)
  • Made water depth no longer update during Kraken fail sequence (speeds it up, saves a lot of memory)
  • Fixed Dragonfly Alpha shooting itself with some hidden lasers
  • Fixed a 2nd vehicle loading and making things weird if you went to build mode on 3-2/etc
  • After you reset progress, it should now be reset when you restart the game
  • Forced a couple non-mission islands far off the map if you use the unlock-all-missions cheat
  • Fixed Total Destruction achievement so it doesn't trigger by skipping a mission
  • Improved outline object cleanup so reloading a level doesn't increase memory usage by nearly as much as it used to
  • Made vehicle parts get added to the Recent list in more cases
  • If you skip a mission, the game now remembers that so some islands don't be re-locked when you restart the game

We’re Humbled to be bundled with other physics-based titles!

[p]Hi folks! [/p][p][/p][p]From September 10th - October 1st, get your hands on a bunch of fun physics-based titles, including Instruments of Destruction, in the ‘Phunky Physics’ bundle available on Humble Bundle.[/p][p][/p][p]https://www.humblebundle.com/games/phunky-physics[/p][p]
[/p][p]As well as Instruments of Destruction, it includes the following titles that specialise in impressive explosions, damage, ragdolling, and plenty more:[/p]
  • [p]Hardspace: Shipbreaker[/p]
  • [p]Goat Simulator 3[/p]
  • [p]What the Golf?[/p]
  • [p]Totally Accurate Battle Simulator[/p]
  • [p]Human Fall Flat[/p]
  • [p]Poly Bridge 2[/p]
  • [p]Besiege [/p]
[p][/p][p]It's a great line-up of games and we're very happy to be included. Choose your price for your purchase and decide how your money is split between charity, creators, and more.[/p][p]
[/p]

1.14 - Balance and Bug Fix Update

A long list of stuff, though much of it gamepad-related in preparation for console release, improved playability of some of the more annoying missions, and made 60hz physics more fair:

Fixed Remap Controls shows controller buttons, and they are a bit blurry (only fix if it's easy)
Fixed "DO NOT DESTROY" objective text is not translated (m9-4)
Fixed text in multiple areas of Build & Destroy are not translated to its supported languages.
Fixed gamepad icons during the build section text width
Fixed B key glyph rather than the B button controller glyph showing on custom vehicles
Made Flip/Swap Vehicle prompts flash when you push the corresponding input
Fixed pause menu default gamepad selection being incorrect
Updated options menu to show LB/RB and LT/RT for swapping menus and scrolling respectively
Fixed issue with B&D Reset All Instructions not working for gamepad
Added potential null-crash fix for EntityOutline crash (m4-4 killing outlined car corpses)
Made plants kill themselves a lot faster in player collisions, and they also have 50% less mass.
Fixed “Show Controls” option still showing text for the controls
Fixed Build Mode Settings buttons being all messed up with gamepad
Fixed holding A toggling/repeating presses in the options menu
Fixed dialogue box saying “Press X to continue” but not really working that way
Fixed not being able to reset instructions for building with a gamepad
Fixed BnD mission 3-3 boxes not returning to their home when they went in the water
Fixed bridge-heavy levels not appearing to count destruction for a bit
Added a bit of HUD to the Kraken-control mission, and made the UI transitions between the states smoother
Fixed returning to Island Select often picking a random island to highlight instead of the one you just played, or being started at the spot of the other campaign
Fixed pausing the game and changing vehicle control remapping not updating right away
At 60hz physics, player takes 50% damage, structures take 25% more, and kraken is 10% slower.
Reduced enemy turret/drone HP at 60hz
Increased homing and damage at 60hz for player projectiles
Reduced earthquakes strength at 60hz
Added Secret Mode logo to intro
Added Secret Mode people to credits (and made multiple tweaks to credits)

MISSION TWEAKS:
1-5 decreased destruction goal % to 90 (from 100) and increased bonus time to 6 minutes (from 5)
1-6 decreased destruction goal % to 90 (from 100)
2-1 increased bonus no-ruins-destruction goal % to 15 (from 10)
2-2 increased bonus no-ruins-destruction goal % to 15 (from 10)
2-3 decreased bonus destruction goal % to 60 (from 80)
2-5 increased ammo to 20 (from 15), decreased bonus goal % to 80 (from 90)
3-2 increase bonus time to 6 minutes (from 4)
3-4 increased size of target area for boxes by 25%
4-2 revised vehicle to be more responsive to turning/acceleration
4-4 revised vehicle so it's less spinny, easier to control
5-2 reduce strength/force of hurricane a bit
6-2 reduced strength of earthquake a bit
7-1 reduced both % goals to 95 (from 100)
7-2 reduced accumulate goal to 900 (from 1000) and debris clear % to 90 (from 100)
9-2 made the lighting a bit brighter, reduced player damage, and increased structure damage
9-2 moved turret so it's more visible from start, has a bright central light, and the ground encourages moving towards it at the start
10-1 updated vehicle to rotate/move more responsively
10-2 reduced damage to player from mines, and increased kraken timer 5 seconds
11-4 reduced damage/force from storm

Version 1.13 Released! Exit-Freeze Fixed!

[p]It's been a few months since version 1.12 and subsequent patches were released. Today, version 1.13 fixes the biggest issues caused by that update along with a few other minor tweaks/fixes. Let's get to the changelist first, then I'll go over the exit-freeze issue and the journey to fix it, and finish up with some other news.[/p][p]1.13 CHANGELIST[/p]
  • [p]Rebranched code from 1.11d to prevent exit-freeze[/p]
  • [p]Reintegrated all 1.12 changes into new branch[/p]
  • [p]Added new cheat to unlock all missions[/p]
  • [p]Fixed dropship sequence going too fast and causing issues when framerate was low[/p]
  • [p]Changed a couple gamepad shortcuts a bit[/p]
  • [p]Grayed out vehicle slots that have nothing when in Load Custom Vehicle menu[/p]
  • [p]Removed some excessive debug.log statements[/p]
  • [p]Prevent GPU from trying to release resources twice on shutdown[/p]
[p]THE EXIT-FREEZE MYSTERY[/p][p]As you can see from the the first item, the solution to the exit freeze was relatively simple in the end, though it took a very long time to figure out. And to be honest, I'm not actually sure what code caused the exit freeze, I just know roughly where the freeze came from.[/p][p]The exit-freeze was first reported in May after 1.12 (or one if it's follow-up patches) released, and I tried to find it sporadically since then, and got many player.log files from players along the way. But those files contained almost no useful info. The most consistent thing that happened was the "BlockManager" shutting down, then the file was blank. That means the BlockManager probably wasn't the issue, but other than that, having no info meant I had no idea where to start, and the freeze may have only happened on certain PCs after playing an indeterminate amount of time.[/p][p]When I discussed the game with Secret Mode during subsequent meetings, I mentioned needing help with tracking down the issue. After getting builds, they found it happened for a few people fairly consistently, but the repro steps were still unclear. Some thought it required alt-tabbing, or keeping the game open a certain amount of time before closing, but most mentioned playing a few missions.[/p][p]This summer I had my older kid doing some intern work for me, and I asked them to spend of time trying to find the freeze. They got the freeze on their PC, and eventually found pretty fast and repeatable reproduction steps a few weeks ago. I tried the same steps on my PC, but it never crashed. I had made 6 different builds with potential exit-sequence fixes, but none of them fixed the issue.[/p][p]I was still stumped what the issue was, but with a PC that got the freeze consistently, I mostly had what I needed to fix the issue. Now I just needed enough time to track it down.[/p][p]For reference, the repro steps to get the exit-freeze on a PC that gets it: Load mission 1, get dropped off, back to Island Select. Do that for missions 2 and 3, then exit the game. Happened 100% of the time if you did those steps, but if you took one mission out, or didn't get dropped off, it never happened.[/p][p]TIME MANAGEMENT[/p][p]With Rhythm Storm's launch and follow-up updates done, I had to make a decision: Rush to finish Speed Demons 2 (intended to launch at the end of August), or switch to Instruments work and try really hard to fix the exit-freeze and get the console versions for certification. Aside from having the SD2 intended launch date in a Best Indie Games video, I don't really need to launch SD2 in August, and the timeline would have been very tight. I wasn't worried about getting it done if I chose to do it, but I didn't feel good about having Instruments' work continuing to be delayed. And I wanted to enjoy working on SD2, so the choice became obvious.[/p][p]Alan suggested narrowing down the changelist where the exit-freeze happened. So after I got Unity installed on the freezing PC, and attaching the debugger revealed nothing useful after a couple hours, I did exactly that. I thought I was doing a good job of narrowing it down, except I was getting conflicting info about when it happened. I finally realized after a few hours of resyncing, rebuilding, and re-testing that the freeze happened in certain branches earlier than others.[/p][p]A CONSEQUENTIAL MERGE[/p][p]I realized that there was a merge of the Xbox/PC branches before version 1.12, so I tested a few of the Xbox versions (converted to work on PC, which took about 10 minutes each), and the freeze always happened there, but never on the PC-only branch. I got back to the first Xbox version before I realized it was the PS5 version (which the Xbox branch is based on) where the freeze originated. I tried a couple PS5 versions (converted to PC) unsuccessfully before I realized I wasn't going to fix the issue trying to narrow down the changelist.[/p][p]The issue was the merge of the Xbox/PC versions. There was no reason that needed to happen. I don't remember why I merged them earlier this year, but I had shortly after split them back off from each other. So it really made no sense in retrospect. Instead of fixing the issue, which could be anywhere in the PS5 version (lots of GPU-related changes to get it working), I needed to avoid it altogether. In other words, take the last clean PC version and integrate all the 1.12 and beyond fixes into a new branch.[/p][p][/p][p] [/p][p] Definitely one of my worst merges ever (should have cherrypicked instead)[/p][p][/p][p]So that's what I did, and after another few hours of work, the crash disappeared. I cleaned up the build, did a bunch of testing, and now 1.13 is out. It all seems "obvious" in retrospect (like most bugs do), but I'm just glad it's over.[/p][p]SPEED DEMONS 2 DELAYED[/p][p]In case you missed it above, Speed Demons 2 is no longer coming out in August. It'll hopefully be out in September instead, but Alan are I are going to get everything on Instruments of Destruction done as best we can (for both the PC and console versions), then I can work on finishing SD2. It hasn't really been promoted very well outside the initial trailer, so part of that work is making a good release date trailer and sending a near-final build to a lot more streamers/etc before the launch. Either way, a little extra dev time certainly won't hurt.[/p][p]Another ICYMI: Rhythm Storm is out (and fun if you like that sort of thing).[/p][p][/p][p]That's all for this time. \[Don't hesitate to let us know if something is broken.][/p][p]-Luke[/p][p][/p][p]PS. Don't merge unless you really mean it :)[/p]