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Instruments of Destruction News

Launch Week concludes with Version 1.03

[The changelist for version 1.03 is at the end of this post.]

I want to start by thanking everyone for your support during this past week as Instruments of Destruction launched into version 1.0. It's been a stressful time, for reasons I'll go into below, but it's also a time to celebrate.

Version 1.03 is the last significant update we expect to make to the game for a little while. We've been getting through as much feedback and suggestions as we can from the past week while working on fixing bugs and trying to tweak the game to be the best it can be. Despite the stress of launching the game, having Alan helping to troubleshoot and fix issues has made this past week go a lot smoother than it otherwise would have. He's fixed a number of important, challenging bugs, which has allowed me to focus a bit more on the balance and fun of the campaign.

Campaign Tweaks
Versions 1.01, 1.02, and 1.03 have each brought with them some updates to vehicles and missions to improve the campaign. The biggest area of concern was the Boulder Bay missions, which went too far into the "moving boxes" theme, and was just not as much fun as other areas of the game. Two of the Infernal Isles missions also needed some vehicle adjustments, and missions with turrets/drones needed to be tweaked as well. The Kraken also got a bit of a nerf in terms of move speed in 1.03.

Overall, the game is supposed to be fun and varied more than it is particularly challenging (or frustrating or tedious). I feel more confident that the campaign achieves that at a consistent level compared to v1.0 last week. We've also addressed the majority of the technical and control issues that have come up, and the number of negative reviews (angry ones in particular) has diminished compared to the weekend.

A Successful Launch?
The launch of the game has been a success by many metrics, but launching on May 10th turned out to be a less-than-ideal time to launch. Hades II stealth-dropped a few days earlier, and then Animal Well also launched suddenly as well. The week was devoid of big games when I chose May 10th as a date, but both of those games garnered a huge amount of buzz and made it harder to get coverage from many outlets and YouTubers.

The game still got some great articles from places like PC Gamer, Rock Paper Shotgun, PCGamesN, and Level 80, but I don't know of any sites that have reviewed the game, and YouTube coverage has been a fraction of what it was for the Early Access launch. A couple Reddit posts I made went semi-viral, and one I put on Imgur went very viral. But Imgur is *not* friendly towards indie video games in 2024, and the post has like 35% downvotes and way more angry comments than supportive ones.

Combined with the sometimes-quite-angry reviews that really didn't like a specific thing or two about the game over the weekend, as well as the skewed wishlist-to-sales ratio (way more wishlists than sales, which surprised me), and I haven't really enjoyed this launch as much as I wanted to.

I've had 2nd thoughts about not using a publisher for a while, and this launch has only solidified the feeling that I should have used one. Alan has been a great help in terms of finishing the game itself, and it would have been great to have a partner to help with promoting the game. Promoting the game is something I just do not enjoy. I'm only ok at it, I always feel like I should be doing more of it, and yet I simultaneously feel like I'm doing too much of it when I do.

What's Next?
Version 1.03 will be the last update for a while, unless there's some urgent-to-fix issue. The game is finally as good as I hoped it would be for 1.0, and I'm burnt out. Alan is just starting work on the ports to PS5 and Xbox Series S/X. The game is also coming to GOG.com sooner than later.

I don't have any definite plans for what to add to the game in the future, aside from bonus missions for the Build & Destroy campaign (aka 7 more Sandbox maps along with a few new structures). I could maybe see adding some Expert missions to the Main Campaign. Those would just be remixes of the standard missions with different vehicles and harder objective requirements. Some time away from the game will help me get some perspective on what could be added to improve it further.

So for now, I'm taking a break to work on something else (and enjoy the summer with my family). Hope you guys enjoy the game!
- Luke

Here's the full changelist for 1.03:
  • Revised 3-3 significantly (no more boxes)
  • Added option to cameramod to disable the cursor while active
  • Added a small warehouse to 3-4's target area
  • Added vehicle-building collision scalar/setting to vehicles, affects high speed vehicle impacts
  • Made Armando (vehicle) use Medium Joint Stabilization to reduce glitchiness
  • Revised 8-3 so there's no time limit and bonus goal is destruction
  • Revised turrets to aim a little slower, fire a little less frequently
  • Revised drones to fire a little less frequently
  • Slowed down Kraken move speed a little (except 10-5)
  • Increased range of Valkyrie laser
  • Reduced angle of camera change caused by zooming in/out (default unaffected)
  • Added option to prevent thrusters from affecting other objects
  • Added buttons to remove objects in Sandbox mode (when Place Objects is active)
  • Added Sandbox mode option to disable invisible walls
  • Prevent game from saving immediately if you quit right way (possibly wiping out save data)
  • Prevent progress saving if crystals and stars are both 0
  • Made map/structure loading overlay use transparent buttons so you can (kinda) see what you loaded
  • Fixed glow for barrels on mission 4-2 not working
  • Fixed structure glow failing to work correctly in 2 cases (turning off too fast, and not turning off when it should)
  • Fixed "Test Destruction" in structure editor being "frozen" in time
  • Fixed Failing BnD 8-2 objective->Pause sequence in BnD missions (failed instantly on next restart, got stuck)
  • Fixed vehicle ropes falling from the sky after a dropship despawns (visible on main menu sometimes)
  • Fixed a couple challenges having reduced controller vibration when they didn't need it
  • Significantly reduced insane impact blasts from Bomb Launcher and structure collisions
  • Made ultra-wide (21:9) push the UI elements to the side more (aka expanded max UI width)
  • Fixed an obscure bug with mouse controls
  • Fixed Rust Rally (sb12) has the challenge scores reversed

Version 1.02 Changelist

Added "Vehicle Controls" option to remap vehicle control layouts (affects all vehicles when gameplay begins)
Added a new vehicle, revised objectives, and modified layout of mission 3-5
Added a mostly new vehicle and modified layout of mission 6-1
Minor tweaks to a couple other vehicles
Added "Allow Gamepad" option (enabled by default) so you can disable a gamepad/etc without having to unplug it
Made it harder for gamepads to take over menu inputs on accident
Swapped weather for mission BnD 7-1 and 7-2 to correspond so the voice lines make sense
Show bonus missions on map if all biome missions have been unlocked (regardless of star count)
Ignore invisible islands when creating gamepad selection list
Fixed pinetrees looking insane in the wind (mission 4-2, etc)
Fixed Obsidian Flats checkpoints
[Added a couple cheat codes]

Version 1.01 changelist

Added Invert Y option affects gamepad/etc
- Invert Camera Y affects the camera and all vehicles that use the right stick (or mouse) for aiming
- Invert Left Aim Y affects projectile firing vehicles that aim up/down with the left stick
Improved the following vehicles/missions: 3-1, 3-2, 3-4, 3-5, 6-2, 8-2, 9-2
- Vehicles for 3-1 and 3-2, and the map for 3-2, got the most significant updates
Added a way to speed up dropship animation (hold SHIFT or gamepad X)
Made GP selection more obvious (slight outline of medium/large buttons if using GP)
Added mouse sensitivity option
Cam shake option now affects UI and earthquake shakes
Added new option for shadow strength (1.0 by default, scale down to 0.2)
Changed it to always show the Skip Mission button below options in the pause menu
Fixed not being able to update creations in workshop
Fixed follow-lock camera rotation being too fast
Changed Build & Destroy so you can't start it without having completed a couple Main Campaign missions first (or a BnD mission if you've done so previously)
Changed Smoother Low FPS to be Min FPS and provide 5 options there instead of 2 (20/24/30/40/60 instead of 40/60)
- Should improve SteamDeck playability by a decent amount
Show game speed change if not 1.0x in Sandbox, even without stats on
No longer syncing PC settings with Steam Cloud (only game progress/vehicles/etc)
Tweaked Close Call achievement
Fixed Total Destruction achievement
Increased the range to swap to a vehicle in front of your current vehicle

Ultra satisfying destruction simulator launches version 1.0 on Steam

Few things are quite as satisfying as smashing objects together and reveling in the destruction, and the best sandbox simulation games are a great way to enjoy that without all the mess and loss of property caused by doing it in real life. Besiege, Wreckfest, and Teardown are fantastic, and I'll always have a penchant for classics like Mercenaries: Playground of Destruction and Red Faction Guerrilla that let me rip giant buildings to shreds. Now, spiritual successor Instruments of Destruction has arrived in version 1.0, and offers some of the most delicious devastation going.


Read the rest of the story...

Version 1.0 is LIVE!

Today is the day. 1.0 is now live. If you haven't seen the new trailer, here it is:

[previewyoutube][/previewyoutube]

I'm sleep-deprived and stressed, so I'm going to keep this brief this time. I'll post again next week once my nerves calm down. It's been a ton of work to get this game done. As in the most hours I've ever worked. I just really wanted to get the game done, and to make it the best I could.

It is now done (for now). I will fix bugs. Next week if they're not urgent, sooner if they are urgent. I will add a few more parts and probably more bonus vehicles, sooner than later. Beyond that, I'm taking it easy this summer, going a couple trips, and Alan and I will work on the console ports.

So this is it. Launch day. Sorry this is short, but you don't need to read about the game. You need to play it. I hope you have fun :)

- Luke

(NOTE: Currently looking into an issue with AMD GPUs. Will get that fixed ASAP.)