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Road to 1.0

With Arc 9 done and the story complete up to the grand finale, you may be asking yourself: What does that finale look like? And how will this game look on full release? Well, we have some thoughts to share with you on that.

The finale itself

Our Discord has been buzzing a lot more than usual about where the finale is going, and what it might entail. Without spoiling anything about the story, we want to say three things:
  1. There is hope.
  2. You can grasp it.
  3. It will NOT be easy.

Mechanically, the finale is going to be set up very differently than the chapters up to this point. Each chapter has given the Custodian slightly more agency than the one before it, but even in arc 9, the Custodian's agency is fairly limited. The rules completely change in the finale, and a unique set of mechanics will open up on the order of 25 different ending types. We have always intended for this story to be what you make of it. Endless Dark, from the inception, has been an ode to those of us who work - long, hard, and thanklessly, without anyone telling us what the goal is. The only way we can reasonably end that ode is to give back what the grind has stolen from both us players, and the Custodian: Choice and purpose.

As a much more successful game developer with a similar love for story says: Please look forward to it.

Art revamp

As we briefly touched on in the 0.9.0 update post, we have gotten much better at working with our artists as the overall style and aesthetic of Endless Dark has become more clear during the EA period. We have our early adopters to thank for a lot of that. The genuine feedback and earnest thoughts you give us are more valuable than gold. So, in order to make good on that faith, we will be re-evaluating every tile and graphic in the game, based on our better understanding of our own style. This effort will also touch a few other headings, not the least of which is the next one...

Meta-consequences

0.9.1 and 0.9.2 have already added a few hints as to what our intentions are for this. Choices should have consequences, even and especially if you don't expect them. Some of these things will require new art, some of these things may require more utility sections of the ship (like the recently added Incinerator). But in general, if something seems like it should have a long term effect, it ought to. Has anyone ever made the rust painting in Creeping Corrosion? What if it left a mural of rust for you?

There will be more examples of mechanical meta-consequences, too, some of which will relate to the progress of your memory core. And then, also, there's the obvious one.

Roguelite mode

We've teased this when you acquire the memory core since our first release. Do you want the ultimate in consequences? How about being responsible for the Memory Core?

One of the primary things we conveniently forget at the moment is that there are numerous ways to lose the Memory Core, which is the only reason the Custodian is not booted as a blank, naïve clone every game. We intend to keep forgetting that, in general, because it's just not fun to play 15 games and lose all your progress to a combination of inattentiveness and bad luck. Or, even worse, because you dared to challenge yourself in a game designed to be challenging. That's now how we roll. But we've been very diligent about keeping promises, so Roguelite mode is happening, and its implementation is really quite simple.
  1. 1.0 will support multiple profiles.
  2. You can switch between them at will.
  3. When you create a profile, you choose whether it will be a roguelite profile.
  4. Endless and Sandbox mode will be exempt from the loss of the Memory Core, as there is no way out of those modes except to "lose".

In addition to the Memory Core consequences, score will also be handled slightly differently on Roguelite mode. But that leads into a bit of our next topic...

Difficulty and scoring

Endless Dark was always meant to be a challenging game, and that threads through into the scores you all have been getting for most of your runs. The score is deeply intertwined with the narrative, and the headings we use for the score are very specifically chosen. However, it prompted a larger discussion among the team about difficulty, and how you use it. The discussion ended with trials of the difficulty toggles screen you've already seen in game, which we got tons of great feedback about.

We're getting ready to close that feedback loop. We're going to keep the basic concepts we have in place, and keep expanding on the difficulty toggles we have. Those toggles will have a couple of 'developer recommended' presets so you don't have to think about them too much if you don't want to. But ultimately, we like you being in control of the difficulty, and we like you being able to turn off something that's ticking you off.

And there WILL be some things that will tick you off. The beautiful thing about the toggles we've come up with is that we can make some new and radical changes to the game that you as a player can simply choose not to interact with if you don't like it. As an example: Ever though about Endless Dark, REAL TIME MODE?



Sound awful to you? Good news! You never have to play it like this. Sound awesome to you? Good news! You can play it like this as much as you want!

The added wrinkle: By 1.0, your difficulty decisions will give you a score multiplier, if your score ends up being positive. These positive scores will be persisted on your bot profile, so it will be a matter of record how many points you've accrued as Robbie, Annie, or FRANK. Negative scores will be discarded, in normal mode, for the same narrative reasons that make a positive score so difficult to get in the first place.

In roguelite mode, however, those negative scores will count.

There may be other scoring tweaks that happen on the road to 1.0 as we keep getting feedback from players, but these principles are going to continue to guide what we do.

Also, the visual representation of difficulty kinda rules:


Actual proper Steam integration

Anyone who's opened up the game recently knows that we have achievements in game. Those will be made into proper Steam achievements, including the negative memories that can make your game harder. It also shouldn't be a surprise that our art team has come up with some outstanding trading card material. So that absolutely needs to happen.

We have spoken off and on about Workshop integration in our Discord. To make a clear statement on it, we firmly believe that Workshop integration is extremely valuable, and really important for a game that, under the hood, has a decent bit of modular design already. Every event we make is the same data structure that a modder could easily copy, most of the functions we use to make them work is in a file we literally named "modapi.lua", and even our main narrative arcs are nothing more than chains of working events, most of which only call functions in modapi.lua.

Despite these early good decisions to make modding easier, adding Workshop support is liable to be a lot of extra work. So for 1.0, we will only be investigating what we can and cannot do with Workshop support, with the hope of adding it after 1.0's launch. In an ideal world, we would give you the keys to pretty much everything we are doing and letting our engine tell dozens of other stories. That is what we are going to strive to deliver. But we don't know enough at this time to promise that.

Soundtrack release

A decent number of people have asked about the release of our soundtrack. For good reason, too - our composer, Ish Fuseini, is an absolute dean at what he does. Ultimately, this is another Actual Proper Steam Integration thing that we will have sorted out by 1.0. Ish deserves accolades and proper release of his spectacular work bringing the atmosphere to life in Endless Dark.

Schedule

Seeing all of this, you may be a little stunned. How long will all of this take, with everything that's clearly in the hopper?

Well, the good news is that for most of what we've been talking about in this post, the hardest, slowest work was done in the massive amount of effort we've put in over the last 9 months or so. The finale itself will still be a big lift, but many of the other major points are easier than they might seem, simply because we've spent a ton of time tinkering with what works and what doesn't.

So, the target date (WHICH IS SUBJECT TO DELAYS AND CHANGES), is March 2024.

Patch 0.9.2-ea notes

With all arcs complete, I had some time to sit down and add some features I wanted as well as look at performance improvements. To that end, 0.9.2 brings a huge performance lift - as much as 50% - in framerates. A lot of logic behind the scenes changed, so if you notice unusual behavior, please come join us on Discord and tell soulmata all about it.

NEW FEATURES:
* NEW ROOM - INCINERATOR. Used for some ship persistence and insanity tasks, the INCINERATOR will need to be fired if your previous run resulted in any number of passengers dying.
* SHIP PERSISTENCE - Certain ship states - particularly system damage states - are now preserved between runs. If you leave a lot of stuff broken, the next Custodian will still have to clean up your mess. This can be toggled on/off as a game setting.
* Spacing yourself by any means will also kill all passengers and reflect such in your scoring

BUGFIXES:
* A wide variety of logic changes to improve performance, boosting framerates as much as 50-60%
* A few typo and continuity fixes

Patch 0.9.1-ea notes

A bugfix and performance update, following issues spotting during live streams.

* Arc selection and game settings are now respected if you change difficulty
* Certain narrative arc tasks will be ignored by scrambled HUD to avoid an arc softlock because you can't read
* Numerous task and progression issues with arc 4 corrected
* Arc 3's secret door will be restored if you choose to replay it, allowing progression again
* A few map fixes, decorations, and changed lighting to better illuminate certain halls
* Large performance issue related to determining the player's map position addressed (about a 10% change)
* Hallucinating that everything is a door will include the tops of the cryo pods
* Observation Window shutter will continue retracting when you open the action menu
* Tooltips no longer render during transitions, showing you old or incomplete data

A big shout out to Tomato "pre-nerf wins" Gaming (twitch.tv/tomato) for helping us identify a lot of these improvements.

0.9.0 release!

Today's update is a giant step forward on a lot of fronts; the game has hit a ton of new milestones and we're eager to share them with everyone.

2 New Narrative Arcs

You may have noticed that this is a bump of 2 major versions, not just 1. That's because we got 2 narrative arcs done for you, which brings us to the full complement of 9 out of 9.

Arc 8 - Misjump - is an object lesson on why precision matters. In arc 7, we explored the ship's AI. In arc 8, we explore the ship's mission. Despite everything, the ship is still moving forward, and it still has its orders. How many more lifetimes can your duty possibly span?

Arc 9 - Obsolete - is the arc many of you have been long asking for. As robots, Robbie, Annie, and FRANK should have been built better. Built different. Built above all of these petty struggles and horrors that plague them every cycle of their all-too-short existences. Why were they built to suffer? Who is to blame for this atrocity?

With all 9 arcs complete, all that remains is the finale. You, and the Custodian, will take control of the situation and do precisely what you feel is right. Think long and hard about what that is, until the finale - and 1.0!

Self-improvement mini-arcs

Since the launch of 0.3.0, we have been asking: What can change the nature of a machine? This patch, we give you the power to answer - at least to some extent.

When gazing out of observation, you now have the option to begin a mini-arc, focused on one of the flaws of your Custodian. With diligence and commitment, you can help the Custodian recognize and overcome one of their faults. Change is difficult, however, and taking it too quickly can result in permanent damage. But perhaps going a little crazy is worth the payoff? Isn't a little insanity worth Robbie giving himself a break?



Or maybe that's too difficult. Maybe change is simply a bridge too far. Maybe the universe is already too far gone. It CAN be comforting to revel in your flaws, do things the same broken way as you've always done them. The routine can be comforting. During these arcs, you can also refuse to change in order to blow off stress. Maybe this saves you from the last psychotic break that would finish you.



But hopefully you can live with yourself afterward.

Meta-progression and story rewards

Have you ever felt like your actions didn't have enough consequences? Yeah, us too.

Now, every narrative arc you complete will give all of your successor Custodians some sort of bonus, reflecting the state of the ship you left, and the impressions your previous lives leave. What is best? That usually depends on your perspective. Change your mind? No problem - just replay the associated arc, and take the path you didn't travel before.

All the story rewards carry over into Sandbox and Endless mode, and can be optionally disabled by one of the numerous new difficulty selections (which we'll say more about in a minute).

Nightmares

We quietly trialed this feature in the previous patch, and are now rolling it out more fully. At higher levels of psychosis, you will start having terrible visions. Momentary lapses of attention spiraling into, as your Nerve Staplers refer to it, 'cancerous introspection'. Or perhaps you fail to power down entirely, and your trapped consciousness seeks to rationalize its situation. Whatever the cause of these distressing terrors, the first few are properly here.

There will be more.

(But you can also turn them off in the new difficulty selections.)

First phase of ship revamps

As we have continued through Early Access, we have gotten much better at working with our art team, in no small part because of the delightfully detailed input everyone has given us. Put simply, we are now capable of making much higher quality assets to represent the ship. You can expect to see more of these upgrades as we march toward 1.0.

New ship area

As part of the above art upgrades, we are also adding areas to the ship as the writing mentions them, and we get the quality assets they deserve. You can see the first addition like this between Command and Cryo in this update.



Be, uh, be careful in there.

More difficulty options

As the game gets closer to complete, we keep listening to things people like, what they don't, and which of those opinions might change from day to day. For all of these last category, we continue to add difficulty options.



These options don't always affect difficulty directly, but all are designed to tailor to the experience you want to see out of the game. New in this patch are:

Decaying Ship - If on, two permanent Decaying Ship modifiers will be added as the game progresses, making each playthrough progressively more complicated. These modifiers are independent of any story actions, and are specifically meant to be flies in your proverbial honey.

Nightmares - If on, the newly fleshed out NIGHTMARES feature will be enabled. Turning this off has no effect on difficulty, as the nightmares do not have mechanical effects.

Bounded Weather - If on, the game will keep track of how many weather zones it randomly rolls for your game, and will reroll the weather map if too many are generated. Turning it off removes this upper limit.

Story Meta Rewards - If on, you will have access to the persistent rewards you earn in narrative arcs, regardless of what mode you are in. Turning this off will remove all of these rewards, as though you have not completed a story arc yet.

You can expect to see more of these as we march toward 1.0, along with a better way to tell exactly how hard you're making the game.


Other milestones, and road to 1.0

With this update, Endless Dark has broken 200,000 written words across all of its events. While both core team members are published writers, neither of us expected to be writing quite so much for this project. Our inspiration is constantly stoked by those of you sharing your thoughts and experiences with us. Thank you.

In a similar vein, expect to see a news post coming soon detailing all of our thoughts and ambitions for the finale, 1.0, and what comes after 1.0. Thank you again for loving Endless Dark. Quirky indie games like this one exist entirely because of the support of open-minded and big-hearted fans, and we are honored every day by the community we continue to foster and grow.

0.7.0 release!

We keep marching forward, and we're thankful all of you are here with us.

New Narrative Arc

As with every major version release, we have more narrative for you. Act 3 starts with Stop Button Problem. You've learned a lot about the ship that you live in - and supposedly work with. Much more than you knew when you started trying to talk to it in Phasma Ex Machina. Using everything you've learned, can you come to understand your triple-purpose home, prison, and overlord?

Those who have been following us in our Discord and other outlets know that we have been promising a full and satisfying ending to the Endless Dark story. Buckle in - Stop Button Problem is where we begin to deliver that.

YOU ARE OWNER OF ALL THAT OCCURS HEREAFTER.

New Crisis Arc

The 6th - and final - Crisis Arc for endless mode is also in this release. In Hard Reboot, something starts making changes to your workspace without your consent. Is this a malformed initiative that the sleepy ship will eventually handle, or a long-buried rogue process that must be set right? If you don't guess right, glitches might become the rule.

FRANK is strong against this new crisis.

This new crisis arc is another promise kept - the endless mode now can deal 120 different permutations of crises, which unfold over a very different cycle. It was important to us to make Endless Dark not just a compelling story, but also a compelling game. With Endless Mode's own content topping 30,000 words, it is very much its own thing that you can play over and over again.

New Random Events

With the release of act 3, we are again adding another 20 random events. This brings us up to 100 in the game. At an average of 10 or so events per narrative game, you should still be seeing new events all the way through the story.

This is another promise kept - we have always said we believe in having enough content to last the entire game, with minimal redos. Statistically, we are there. We will probably keep adding a few new random events as we push forward, though; the people sending in their contributions have been truly awesome, and the resonance with the Endless Dark universe has been astounding. Keep up with us on our Discord!

Art Updates

Our awesome pixel artist has been hard at work making the ship look more unique and distinguished. The first round of these art updates goes in with this release!

Psychosis Tasks

You asked for it - we did it. As your psychosis increases, you will now see new actions appear on several systems. These unhinged actions are generally counter to your initial goals - but, at a certain point, you have to wonder. Are they YOUR goals? Do you CARE?

Deep Lore Arc

You know that seductive 1% chance of "something else" happening as you gaze from observation? Well, it just got a lot more interesting. Now, when you hit that rare chance, you will get a part of the deep back story to the Endless Dark tale. Everything is clearly already old when you arrive in your first Narrative Arc. So what happened, in that stretch of time? Why is it like this?

The Deep Lore arc consists of 10 events, and you can unlock each event over multiple games. After you unlock your first one, you will also unlock a Memory that will make unlocking more even easier.

Oh, and we upped that 1% chance to a 5% chance. Playtesting told us it was too frustrating otherwise.

As always, please consider dropping us a review on Steam and joining our Discord. We love to hear from you!

Full Patch Notes:


    Major new content:
  • Added new narrative arc: Stop Button Problem
  • Added scenes for Stop Button Problem
  • Added new Crisis Arc: Hard Reboot. FRANK is strong against this crisis.
  • Added Deep Lore arc - gazing from Observation can now reveal memories long ago buried.

    Player content and balance:
  • 20 new random events, bringing the total to 100.
  • Art updates for many walls and floors throughout the ship
  • Increased base Memory selections from 1 to 2.
  • Upped rare event chance on Observation from 1% to 5%.
  • Added Psychosis tasks to many systems for when you start going crazy. Some bots just want to watch the ship burn.
  • Added a Psychosis event that can happen sometimes on turn start.

  • Usual boatload of typo and small bug fixes.