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Intravenous News

Dev Update #1

Hey everyone!

It's been a while since I've posted anything here. There are two reasons for that:
1. like I mentioned in the previous community post, I was busy with some bureaucratic stuff related to creating a company. You may or may not know this, but the bureaucratic run around takes a lot of time... and therefore energy. It was crucial that I create a company before the end of August.
2. just as I finished making a company, I fell sick with the flu.

To be blunt, the illness sucked these last few days. I've done naught but shuffle, weakly, from room to room, and spend most of my time lying in bed.
Unfortunately I'm not healthy enough yet to work on the game. I'm hoping I'll get better in less than 4 days.

As for some good news... the game will soon (7-14 days) be getting trading cards, backgrounds, emoticons, all that good stuff.

So don't worry, the game's development hasn't stopped, my plans were simply screwed up by this unfortunately timed illness. Good thing I didn't get sick right before I released the game!

Thanks for reading, hope you're enjoying the game!

Game patch 1.0.28

Hey folks!

This patch takes care of a couple of issues recently reported by the community.

Version 1.0.28:
- increased the width of the filename saving popup, to prevent long filenames from not fitting in the textbox
- fixed "Sniper" achievement not being unlockable on Epilogue
- fixed picking up an empty magazine updating the reserve ammo text to an incorrect value

Thanks for reading, hope you're enjoying the game!

Game patch 1.0.27

Hey folks!

This patch fixes several issues recently reported by the community.

Version 1.0.27:
- fixed cameras functioning after saving with a disrupted camera and then re-setting to the last savefile
- fixed being able to choke enemies in certain positions, which would result in the player getting stuck in the world geometry
- fixed being able to unlock the "Pugilist" and "Unscathed" achievements by following a specific pattern of actions after having failed the original requirement(s)

Thanks for reading, hope you're enjoying the game!

What's Next? #3

Hey everyone!

It's been a little over two weeks since release, and frankly it's been great so far. Thanks to the community members there have been even more fixes to various issues, which means a better experience for everyone. Don't forget to report any issues you run into still, I'll be happy to fix them and push out the updates!

Now that the game is stable (as per my own subjective interpretation!), I'll be moving on to the first big update: the Map Editor update.
People have asked - what kind of functionality can we expect in the map editor?
The answer: it will be the same map editor that the game was made with. In other words: cutscenes, campaigns, etc.
Creating a campaign will require you to have some Lua scripting knowledge, especially if you intend to do something crazy. One-off maps won't require that, though.
In order to make most non-linear campaign (ie. choices, multiple endings, etc.) you will have to wait until the extensive modding support update.
However, if you wish to have branching campaigns (ie. choice A leads to level X, and choice B leads to level Y), then the initial map editor update will accomplish just that without any problems.

Once the map editor update's ready, I will move on to adding official extensive modding support.
I've decided on providing the following: full campaign scripting support, weapon scripting support, and maybe object scripting support.
Not too sure on AI scripting, since it's not an easy thing to do, and requires a rather deep understanding of how the game code works.
All these things will require Lua scripting knowledge, however I'll try to make adding new basic weapons (guns that go pew pew) have a very easy implementation process.

You might have noticed the campaign selection screen seems to be made with more campaigns in mind - that's where the modding support comes in!
I want folks to create their own campaigns, publish them on the Workshop, and let others have fun with their work.

With that said, there's one caveat: I currently have some bureaucratic stuff to take care of (it was inevitable following the game's release, really), so I can't give you guys an approximation on when the map editor update will be released. It could take a month, it could take two, or even three - I don't know!
Life's gotten a bit busy lately, so I don't know for certain. One thing that is set in stone is the fact that the update will definitely be released this year. How soon or how late - that's a whole different question, one that I don't have a clear answer for.

Just to be clear: me working on the map editor update does not preclude fixes to bugs and crashes you guys might come into contact with, so be sure to report them if you run into any!

Lastly, you can definitely expect trading cards, backgrounds, and all the other goodies to become available even before any of the updates come out. I'm not in charge of the art side of things, and can therefore delegate these things to people that do it for a living. :)

That about wraps it up for the third "What's Next?" post in the series!

Thanks for reading, hope you're enjoying the game!

Game patch 1.0.26

Hey folks!

This patch takes care of a couple of bugs that were recently reported.

Version 1.0.26:
- fixed the 'Electro' achievement being hard to achieve, due to cutscenes in which the protag kills someone cancelling out the achievement
- fixed another case of NPCs getting stuck while alert & patrolling
- fixed certain achievements potentially not unlocking after saving & reloading
- fixed being able to choke enemies out shortly after picking a throwable item up, resulting in the throwable item being bugged out

Thanks for reading, hope you're enjoying the game!