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AI Olympius News

Update 0.8.17

Update 0.8.17
So many changes, I hope I didn't break anything while adding new stuff...
  • Added 2 story levels.
  • Three new enemies were added on the new levels: Scout III, Toxic Screamers, and Medusas.
  • Improved character controls. There is less delay when falling, less stumbling over small obstacles, and fixed bugs with the character's flight when falling from a great height.
  • The lower part of the cliff level has been supplemented with additional content. The snowy spaces were quite empty, and we filled them with some interest points and additional loot. High Gate Ruins?
  • Better optimization on cliff level, there is still room for further optimization, but there were no complaints about the current implementation either.
  • The design of one of the first levels (the antenna level) has been improved, loot has been added, new elements have been added, and a cutscene has been added. You can return to previous sectors by controlling the mission selection terminals on the left.
  • Minor fixes and enrichment of the level design and additional loot on missions: bridge, swamp, bastion, southern station.
  • Updated dialogue animations. (I got a little sweaty in my mocap suit)
  • The description of all improvements is now more clear (corresponds to the level of upgrade)
  • Fixed a bug where missile explosions did not knock back physical bodies.
  • The visual rotation of the upper part of the player has been slowed down. It twists the back too much when turning sharply.
  • Improved spider walking animation.
  • Unique sound effects for spider / worm have been added.
  • Changed principle of the turret ability, their duration is now unlimited.
  • Missiles no longer circle around the target.
  • A new type of loot has been added: quantum jump. There will be not much of it, I would like the player to know how it works before choosing the craft. You can find one such item in the headquarters.
  • The balance of weapon and suit upgrades has been revised, in particular, the basic ammunition of the Olympic rifle has been reduced.
  • Fixed a bug in the behavior of enemies, when they did not start flying to the target for the first few seconds.
  • Fixed a bug where launching the game from the shortcut did not work correctly.
  • Fixed a bug with the field of view settings that broke optical zoom.
  • Fixed a bug where the shotgun in healing mode fired pink bullets.
  • Fixed a bug where missiles did not damage Stingrays.
  • Some phrases on the missions with the castle and construction site have been corrected.
  • Unstable Nanoblock - now has a limit in inventory, also description has been changed.
  • Additional graphics optimization.
  • Minor interface fixes.


UPD: Small turrets hotfix.

Working on new levels.

I wanted to release the next level resource-gathering level in the desert a bit faster, but we managed to quickly pull up another level that is already showing hints of Olympus itself. I will combine them within the same sector so that players have some choice of activities when the update time comes.

The visual part of both levels is already done; scripting the plot, voiceover, testing, and optimization remain.

You probably noticed that our game world is quite extensive... teleportation around the planet regularly throws the player into different climatic zones, also the visual part involves the interweaving of different eras, which became a rather difficult challenge for us during work, but at the same time a pleasing result for the eye, such as interweaving robotics with a medieval castle. According to the development plan, the player will not be on the surface of the earth for long, and will gradually rise higher and higher.


The resource-gathering level obviously resembles another Ukrainian project, but there's no turning back now. Imagine my eyes widening when I saw its trailer. My inspiration came from the old movie "Wild Wild West," perhaps for someone else too?

Update 0.8.16

  • Fixed a bug where you could slide off the edge and then even jump in the air.
  • Polished system of new dialogues, marks show the phrases that lead to progression, and the frame cursor automatically selects the next unspoken phrase.
  • Swamp level, fixed bug where re-installing capsules reactivated quest marker. Also, extracting capsules after activation is now unavailable, which is more logical.
  • The level "construction site" fixed an error in the logic of the storyline scripts.
  • Accelerated plasma recharge from "energy generators".

Update 0.8.15

A little more complicated changes to the game, so it took longer than usual.
The update is large in size due to a change in the compression type of the entire project.



Important changes:
  • Dialogue system has been changed. (The new system works only on story dialogues)
  • The control of observation drones has been changed, instead of the orbital camera - now it is first-person control.
  • Player now automatically picks up Med. capsule. (no pick-up animation required, feels more dynamic)
  • Re-selecting weapons (except the Olympic rifle) hides the weapon.
  • The dodge/slide mechanics have been modified to make it impossible to continuously slide forward.
  • Portals that move through the level are now blue, have an additional indication in the form of a beam, and teleport faster.
  • Different graphic design of subtitles, font changed, black rectangle disappeared.


Minor changes, and balance correction:
  • Recoil now raises the camera slightly with each shot.
  • At the "Swamp" level, the frequency of the appearance of screamers has been reduced, and the turrets in the areas where there are spiders have been made easier.
  • Added a special audio mechanic that prevents audio bursts, for example when a lot of glass is broken nearby.
  • At the "Castle" level, the frequency of appearance of regular enemies is also reduced, too much chaos.
  • Training administrator after training gives 2 upgrade modules instead of one.
  • Improved visibility of sprint indicator (especially on light backgrounds)
  • Revised difficulty settings.
  • Significantly reduced enemy regeneration.
  • Increased base missile damage 35→40
  • Increased missile damage improvement step +6→+8 (their limited ammo should be more effective)
  • Screamers have become weaker (-30% health).
  • When entering the portal, the control is blocked.
  • In cut scenes, control is now blocked and the interface disappears.
  • It is no longer possible to climb onto other characters.
  • An additional portal has appeared in the headquarters.
  • On the level with the Cliff, the player's detection range with turrets is reduced.
  • Increased limit in FOV settings.
  • Reduced the area where the elevator would kill the player.
  • Updated sky graphics, and slightly changed color scheme on levels.
  • In the level "construction site" added the call of the large elevator from below, the lack of call could lead to blocking the passage of the level.
  • Fixed a bug with the physics of yellow flowers. (most annoying at the "South Station" level)
  • Minor tweaks to physics/graphics on levels.

Update 0.8.14

  • In the bridge level, the beginning of the level has been slightly changed (if you go in the opposite direction), also a flashlight has been added while the player is in the dark sewer.
  • Fixed bug with invisibility where the color of the suit, hair, and everything would change after exiting invisibility.
  • Navigational points have been added to the location with the Cliff, to make it less possibility of getting lost in a huge area... and not to miss points of interest.
  • Fixed the flickering of the trees in the background in the swamp location.
  • Significantly softened vegetation LOD transition.
  • Moving through snow or water now slows the player down less. (-15% → -10%)
  • On Swamp level: reduced frequency of regular spawn of screamers.
  • In the settings, the standard key for "special action 1" has been changed from Tab to Q, due to the Steam Overlay call if the action is invoked during a sprint.
  • Quest modules are now automatically assigned to a free slot after they are unlocked.
  • When the inventory is open, hints appear as to which special actions 1 and 2 are currently used.
  • Portal control buttons now cannot be activated simultaneously.
  • The spider's rocket launchers no longer work after destroying it.
  • In stationary first aid kits, the light and display now turn off when its capsules run out.