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Version 1.2 released

Hello Everyone,

After the very positive reception that version 1.1 has had, we are now presenting version 1.2.
Even if this release is not as game changing as 1.1, it adds a few features that improve the game significantly.

[previewyoutube][/previewyoutube]
[h2]Workshop Revamp[/h2]
The workshop was quite a large area, and because it had no map, the feedback we got from people was that it was sometimes difficult to navigate.
We've now split it in 3 distinct sections, that are communicated via doorways, making everything a lot simpler.
  • Workbench Area. This is where you can craft items, save the game and access shortcuts. There are no NPCs here, and the distances to the Sector 01 Water section, Sector 02 and Sector 06 shortcuts have been significantly reduced.
  • Lab. You access this from a doorway on top of the Workbench. It is a separate area and it has all the explanation of the various types of globular forms.
  • Proving Ground This is also a separate area accessed from another doorway on top of the Workbench. It has the Weapon Overdrive, the training bots and the various scrap boxes that are unlocked with the various weapons.

[h2]Crumble Block Redesign[/h2]
Crumble blocks (the ones that break when you step on them), now have a distinct visual pattern, so you can distinguish them in any lighting conditions.


[h2]Sector 01 Save Point improvements[/h2]
- There is now a new Save Point north of the location where you get the Thruster. This reduces the distance you have to travel if you die when fighting the Floater Broadmother that guards it.
- The Save Point east of the Workshop, is much easier to find and is clearly signposted.

[h2]Optimizations to Ultra quality mode[/h2]
Ambient Occlusion and Depth of Field settings tweaked in Ultra quality mode.
This should produce smoother frame rates when playing the game in 4K in Ultra settings.

[h2]UI improvements[/h2]
In workbench window, in the list of items to craft, there is now an extrapolator icon next to the ones that require it.


In the Chronostabilizer info window, scrap and extrapolator icons are now properly aligned.

[h2]Map layout improvements[/h2]
- Minimize the unexplorable areas in the map by adding blocks which the player can use as contact point to jump and glide using the parachute. Also added few scrap boxes to reward the exploration.
- Added new shortcuts in Sectors 02 and 05.
- Made some 1 way paths 2 way in Sectors 02, 03 and 07.



[h2]Cosmetic[/h2]
Added a few new non-interactive props in several sectors: Various antennas, dead colonists and alien growths.


[h2]Fixes[/h2]
- Fixed issue causing energy sometimes to drop to 0 when crafting items.
- Removed "Where am I? Am I dead?" text from load cutscene as it wasn't being triggered right, and it's very tricky to fix.
- Fixed issue with one of the ancient floaters not activating if the player stayed on the edge of the gameplay area.
- Added more energy drops for training bots and drones, so the player can use the overdrive more exhaustively while fight them.
- Removed redundant signposting for the control room in Sector 01 which doesn’t make too much sense after the layout changes we made post launch.
- Training Drone Feeder scaled to minimize clipping with Training Drones.

Let us know your feedback!

Patch 1.1.1 released

This is a quick fix for 2 issues introduced in 1.1.0

- Fix for crash in retro mode sometimes when picking up Attractor in West Floating Forest
- Fix for excavator sometimes spawning two feeders in the same location

Version 1.1 released

Hello Everyone,

Update 1.1 is now here, this adds quite a few things to the game, based on user's feedback.

[previewyoutube][/previewyoutube]
[h2]New Ending[/h2]
There is now a good ending in the game. We won't reveal more details here, but for existing players if you go back to the ending area, there will be some clues there.

[h2]New Items[/h2]
  • Extrapolator. This is an item that allows the player to craft an item using 2 blueprints only. There are 3 of these they are located in sectors 01, 02 and 03. These allow the player to upgrade items faster in the early game.

  • Chronostabilizer. This is an item that is said to repair broken space time configurations. The player will have to connect the dots and find out what the item is for. There are 3 blueprint fragments for this scattered in interesting places, to encourage exploration.

[h2]New Bosses[/h2]
  • Caddisfly. This is a new boss at the beginning of Sector 02.

  • Excavator. This is a new boss at the beginning of Sector 03.


    Each of these bosses is guarding an Extrapolator which allows the player to upgrade their inventory faster early on in the game.

[h2]Breadcrumbs[/h2]
In Standard mode, these track the player previous locations before they acquire the map of each sector.
The path decays if the player dies (decreasing the opacity or the size of the dots).


[h2]Blueprint Icons[/h2]
Blueprints that have not been picked up, are now automatically marked on the map.


[h2]New Fast Travel[/h2]
  • There are 2 new teleporters, they are in sectors 02 and 05.
  • There are 2 new Workshop shortcuts near the new bosses.
  • Existing workshop shortcuts are now shorter, and have no NPCs in them, so they are more practical.

[h2]New Cutscenes[/h2]
  • In Sector 01, the first time the player sees a signpost.
  • In Sector 01, the first time the player sees the Workshop.
  • In both Sector 02 entrances, introducing the sector.
  • In Sector 03 main entrance, introducing the sector.
  • In Sector 07 reminding the player of the monster in the dream.
  • Tweaked text for cutscene after first teleport.

[h2]New Information Displays[/h2]
  • In Sector 03 entrance, explaining what happened to the mining facilities.
  • In Sector 03 near the flooded area, explaining where to get the diving gear, or recommending that the player upgrades their weapons if they already have the Weight Belt.
  • In Sector 04, in the central area, explaining where to get the underwater thruster, or giving hints about how to use it if the player already has it.

[h2]Layout[/h2]
  • Made Workshop shortcut after Giant Floater way smaller and without NPCs.
  • Make Workshop Shortcut to the water section in Sector01 shorter and without NPCs. Move aquatic training bots section out of the way.
  • Simplified shortcut from Workshop to Sector 05.

[h2]Tweaks/Fixes[/h2]
  • Reduced scrap cost of all attractor levels, and levels 2-4 of secondary weapons.
  • Added 26 new large scrap boxes. 13 replace medium boxes and 13 small boxes. This adds to a total of 2080 more scrap in the world, mostly in later sectors.
  • Blueprints and Blueprint Fragments for stats are now green.
  • Changed the loot for the Elite Dangler Bot so it gives more Scrap.
  • When reloading game without dying once, you don’t get the save point cutscene.


Thank you everyone for your support, and we are looking forward to your feedback.
The Madruga Works Team.

Roadmap

Hello all,

After the first two initial updates with various fixes, we are now working on a content update for the game.
We've been listening to player feedback and we want to make a few further improvements to some areas.

[h3]New Bosses[/h3]
We are adding 2 new bosses to the early part of Sectors 02 and 03. We believe this is the part of the game that ATM is a bit more sparse in content and we want to improve that.

[h3]New Item: The Extrapolator[/h3]
These two new bosses will be guarding one of these each. This is a single use item that allows you to craft any item with only 2 blueprint fragments (instead of the usual 3). This way we are giving the player the chance to upgrade items a bit faster in the early game, which we believe is needed.


[h3]New Ending[/h3]
We are adding a good ending to the game. After finishing the game regularly, there will be a way to unlock a new ending. This will require exploring the world a bit more, there are some cool areas in some of the sectors that we want to player to see.

[h3]Breadcrumbs[/h3]
In standard mode, before you unlock the map for a new area, the player will be leaving a trail of breadcrumbs, that will make navigation a bit easier.


[h3]Marking blueprints on the map[/h3]
From now on every time you see a blueprint in-game, it will get marked on the map. This way you know where all the missing fragments are once you get new gear that allows you to reach them.


[h3]More fast travel[/h3]
We already added more fast travel in update 1.0.2, but we are adding some more in some new areas.

[h3]A bit more lore[/h3]
The game is never going to be story heavy, but we want to add a couple more bits of information for people to learn a bit more about the world.

[h3]A couple of hints[/h3]
We are adding some information displays in critical parts of the map, in order to guide some players that seem to get stuck in certain places. We are being very careful not to spoil the sense of exploration in the game.

[h3]Fixes[/h3]
We have a list if various fixes and quality of life improvements we want to make as well.

We expect to have this ready in a couple of months from now.

Thank you everyone! If anyone has any feedback we would love to hear it.

Martiño.

Version 1.0.3 released

Hello all,

This is our second update for the game, we have added some new mini-bosses to increase variety, made a few map layout changes and more.

Changelist


[h2]New Mini-Bosses[/h2]

We added 3 new Mini-Bosses to add a bit more variety to the NPCs guarding blueprints, and avoid over-using the existing Combat Bot and Floater Zombie.

  • Elite Floater. This is a large floater with two attacks: sometimes it throws 3 acid projectiles at the player, and sometimes it spawns an explosive floater. We've replaced some of the Floater Zombies in the early levels with this, as it is not an overly difficult NPC.
  • Battle Bot. This is a variant of the Combat Bot, but with a different attack pattern, it sometimes fires two seeking projectiles, and sometimes it rams the player. We've replaced some of Combat Bots in later sectors with this variant.
  • Elite Dangler Bot. This is a large dangler bot that spawns jumping mines. We've replaced some of Combat Bots in Sector 03 with this.


[h2]Map layout changes[/h2]
  • Added a new Save Point in Sector 04 at the beginning, when coming in the direction of the Sector 03 boss (just before the Crinoid section).
  • Added a canister on top of control room in Sector 04 to allow the player to reach the roof and prevent excessive backtracking.
  • Added a doorway to come back from the top of Sector 07, just before the final boss.
  • Added a shortcut in the Workshop so the player can avoid the aquatic training bots section.
  • It is now required to have the underwater thruster to access the floating plant to Sector 06 in the Workshop.
  • Changed layout in the area after Sector 01 boss, so the player always walks in front of the workshop shortcut.
  • Shortcut from Sector 03 to Sector 01, that leads to underwater section in Sector 01, is now accessible from both directions.
  • Extra signposting for control room added in difficult platform section in Sector 03.
  • Tweaks to the top area in Sector 07 so the player can backtrack up to the top of the tower from the exterior once they activate the external shortcuts.
  • Canister removed in the top right entrance for Sector 04, so the player can traverse it in both directions from the start.
  • Tweaks to some NPC placements which were a bit unfair


[h2]Bug Fixes[/h2]
  • Fixed Glitch In animated structures when coming out of Save Point or Teleporter.
  • Fixed lighting glitch when going out of tunnel using vertical thruster, in entrance to Sector 06.
  • Fixed issue that would allow the player to always do damage to the Sub Rob if targeting the right hatch with the Mortar Module.
  • Fixed Workbench UI glitch.
  • Fixed player aiming in the wrong direction if jumping into a wall while holding fire.
  • Now blocks linked to mechanical NPCs have a proper explosion VFX


Thank you everyone for your support, we would love to hear your feedback.

Martiño.