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Dev Log #70: Method and Madness

Hi guys,

We're rolling out a new content update. The main features of this update are new psi abilities for the three psionic schools of the base game, new items, and an alternative entrance into the Institute of Tchort, which becomes available at the appropriate time.

We also added an interesting new dungeon that can be accessed from somewhere in the Upper Underrail, so you might want to revisit those areas again.

I won't spoil the psi abilities; you'll have to find them out yourself. We haven't added any new temporal manipulation psi abilities, but we're likely to do that in a later update. The problem with TM is that it's designed to be limited in its offensive capabilities, in a sense that it's meant to deal its damage through a single delayed effect. And on the other hand, it's already overloaded with utility. This makes it quite hard to come up with something that would fit well into the school without making it even more unreasonably useful. We have some ideas, but they will need more developing.

Anyway, here is the full list of changes, except the secret ones, of course:

General
  • A completely new way to gain access to the Institute of Tchort
  • Reward items for joining Preservation or Investigation in the Institute of Tchort
  • New dungeons and random fragments
  • Added another way to reach the caves beneath the Mushroom Forest; also dropped some goodies inside the forest
  • Certain NPCs can now consume food and drink items outside combat
Items
  • Tchortist Rassophore Armor resistance bonus vs bullets/shells changed to 100% (up from 75%).
  • Tchortist Rassophore Armor will now also reduce chance for wearer to be crit by psi by 3%.
  • Tchortist Rassophore Armor is no longer marked as unique (purple)
  • You can now add spikes or serrated blades to sledgehammer instead of electroshock module
  • Added a set of new luxury items to the world; some of these are unique
  • Blast Suit: agility penalty reduced from -6 to -3, dexterity penalty is completely removed, but there is now a perception penalty of -2 instead. Also, the armor's weight is reduced from 40 to 25
  • Phase Gun: reduced AP from 40 to 35 and increased energy shield dissipation from 100 to 300; it's also been moved from DC to the Lost Vault
  • Mind Cracker: lowered AP cost from 25 to 22, increased psi burn from 25 to 50 points, chance to apply psi inhibition from 25% to 30%, and replaced the resolve penalty with massive penalties to psi skills, regeneration and max points; also moved it to a mysterious new area
  • Quake: lowered AP cost from 25 to 23
  • Jawbone: Reduced minimal strength from 6 to 5 and increased damage from 25/60 to 30/70; meeting the 7 strength requirement reduces AP cost per shot by 3 (from 25 to 22) and boosts initimidation by 15
  • [Expedition] Industrial Powered Exoskeleton: activating it now gives 3 extra strength instead of 2, 40 MP instead of 25 (to offset the high armor penalty), and the agility penalty is removed. The drill attack AP is also reduced from 40 to 35
  • [Expedition] Makeshift Chrono-repeater: Skill malus no longer affects Temporal Manipulation itself
  • [Expedition] Changed the duration of Hypercerebrix to 8 turns (up from 5)
  • [Expedition] Added spear component that increases thrown damage and range
UI
  • You can no longer see the silhouette of unobtained oddities in their window
  • You can no longer craft in turn-based mode
  • When invoking an ability that targets a tile, it will now always ignore characters and such; it used to work like that, but I broke it at some point
Tweaks
  • Siphoner attacks now bypasses 30% of mechanical threshold instead of being threated as a "knife" attack
  • Siphoner initial siphining hook attack deals 50% more damage, but siphonig is not performed if the target resists all mechanical damage (instead of it only being canceled if the attack misses)
  • Killing the Mushroom Forest boss will now also kill the spore turrets above it
  • Halved the number of spore stacks necessary to dream...
  • Echoing Soliloquy now gets a buff from persuasion (applied at the moment you obtain the feat and remains constant afterwards)
  • Improved the layout of the Gubbins' gang area in Upper Underrail
  • Added a new way to help the rejects (if Nevil survived), and did some general improvements and tweaks
  • Overhauled elevator access areas and increased the loot quantity and quality inside the residential office building. In addition, increased the hacking requirement to get inside the building.
  • Added new loot to the lower passages early game fragment dungeon.
  • Toned down item quality sold by Booth.
  • [Expedition] Added another shortcut to Nexus of Technology for those who have visited Crimson Meadow beforehand
  • [Expedition] Added a unique luxury item to Matriuss Ludenloff.
Bugs
  • Throwing knives will no longer play sound effects when hitting pseudo-spatial projections
  • Fixed the bug that would cause the game to no longer receive keyboard inputs after clicking on some areas of Oddities window
  • Commando specialization will now always properly award extra AP and is no longer limited by the normal maximum for the turn
  • Fixed certain factions resetting from hostile to neutral after the player comes in contact with a very, very bad gas and then reloads the game
  • Fixed Gorsky receiving an endless supply of assault rifles
  • Fixed certain npcs briefly turning invisible when playing custom idle animations
  • [Expedition] Fixed a rare crash when going to the island where the game can be finished in a special way
  • Various minor dialog and zone fixes


We are due for just one more content update before we shift fully to the Infusion project. From that point onwards there will be minor addition to the game, at least until the Infusion is released. But more on that in the next dev log.

Let us know how you like the additions and changes.

Cheers.

Dev Log #69: Crossing the Styx (1.1.3.0)

Hi guys,

We're rolling out a new content update. It's going to be a somewhat weird update because the main bulk of the content is centered around something that is not part of a mainstream playthrough. We added an interesting adventure and resolution to players who get... genetically compromised during their time in Underrail. Where and how is for you guys to find out (it does require the Expedition DLC though).

Also we've added more than a dozen new areas to the game, some of which will appear randomly in different playthroughs.

Mechanics-wise I've taken a look at firearm pistols, throwing, and super steel weapons and made some improvements and/or tweaks there.

Anyway, here's the full list of changes, minus the secret stuff:

Items
  • You can now throw acid vials
  • Obscure weapon improved in an obscure way [Lemurian Spear works with High-Technicalities]
  • Infused Bison leather will now provide more fortitude when crafting boots (not applied retroactively)
  • Vigorous Belt now also grants 15 fortitude
  • AI Scrambler and Hypno Goggle value will now scale with their effective level
UI
  • Added a toggle on the right side of the action bar that, when turned on, will prevent you from interacting with all containers and other usables while in turn-based mode; The main purpose of this feature is to prevent you from misclicking enemy remains, but it will also help with the doors
  • In character sheet window, modified skill values that are currently affected by syngergies will be highlighted in yellow
Specializations
  • Reduced the max spec points that can be invested in Wrestling spec to 5, since more would just take you over 100% chance to apply. If you invested more than that: lol noob! (j/k You'll get those back on the next level up (unless you're max level in which case: lol noob!))
Metal Weapon Changes
  • Tungsten sledgehammer critical chance reduced by 1%
  • Supersteel sledgehammer critical chance increased by 2%
  • Supersteel sledgehammer action point cost reduced by 2
  • Supersteel spear will now grant 3% precision bonus
  • Supersteel machete will now grant 3% precision bonus
  • Supersteel machete action point cost reduced by 1
  • Supersteel combat knife will now grant 5% precision bonus
Pistol changes
  • Increased critical hit chance of all firearm pistols by 3% (new base is 10% now)
  • Firearm pistols damage increased by about 25%
  • Firearm pistols now ignore up to 40% of target's evasion at close range
  • Sharpshooter now grants the critical damage bonus to firearm pistols at all times regardless of focus
  • Added Gun-Fu feat - When attacking with firearm pistols in melee range, your effective attack skill is increased by 40% (up to 60% through specialization) of your unmodified melee skill for all purposes, including the damage done
  • Added Bullet Time feat - When activated, reduces action point cost of firing firearm pistols by 30% (up to 50% through specialization) until the end of the turn.
Throwing Knives
  • Reduced the base damage by about 20%, they now incur 130% of mech resistance and threshold (up from 125%), but the damage that passes the armor is increased by 75%
  • Added Remote Surgeon feat - Increases the unresisted damage modifier of throwing knives by additional 50% (up to 100% through specialization)
  • Added Knife Throw's Gloves which increase knife throwing precision by 5% and reduce AP cost by 3
  • Added Shock Shurikens
AI
  • Certain plasma sentries will now deploy their plasma cannons in real-time and wait for the player
Mechanical Tweaks
  • Incendiary grenades will no longer be activated if they hit a traversable water tile (they will trigger if they hit an occupied water tile, though)
  • Groin Guard now also grants immunity to Dirty Kick's extra stun duration
  • TNT Charge will now use the new explosion visuals (same as HE grenades)
  • Pyrokinetic stream will now emit light
  • Added a small cooldown to playing sounds that should, hopefully, prevent volume stacking
  • Fixed a number of ability and feat descriptions to properly state "humanoid" instead of "human" if they affect that category
  • Fixed a number of ability and item descriptions to state when the bonuses are only affecting weapon and unarmed attacks
  • Fortitude will now help with poison resistance (mostly manifested through reducing poison duration)
Content
  • Added Napalm Barrels, a stronger version of regular explosive barrel that also spawns fire; these can be thrown by the usual suspects
  • A certain very, very bad gas that's been released into an under-passage hideout now dissipates after some time
  • Added the Lost Vault dungeon in Upper Caves
  • Added new Core City sewers random fragments
  • Added new GMS vault cave which are randomly selected when starting a new game. Ongoing playthroughs will still have the default map
  • Added a new source of very bad gas inside a certain bunker in Upper Caves
  • [Expedition] Added the ability to climb up the cliff at the entrance to the Black Sea (requires some high agility)
  • [Expedition] Added a rift to Fort Apogee
  • [Expedition] Added a certain mentioned wild boar to the Hathorian hunting grounds. Snort!
Content Tweaks
  • Decreased movement speed and movements points of Tithonus Lab residents; also tweaked their AI as to make them more likely to give up chasing the player
  • Added the ability to peek over the guard rail outside Arke's power room to see if anything's waiting near the elevator
  • The player can now tell the Core City warehouse defenders to set up their defenses at three different positions in the building
  • Various minor changes to the Lost Vault entrance area, as well as some npc and dialog tweaks
  • The Emporion Mall Lunatics are now a bit less sensitive to sound. Reckless players will still be able to alert entire floors, but playing with care will result in fighting smaller groups at a time, which also prevents pathfinding slowdowns
  • Jookhela got a new coat of paint
  • [Expedition] Minor tweaks to Ray's Shop as to prevent a few camera vision exploits
  • [Expedition] Dude will now make you another Juice in case you waste the first one.
  • [Expedition] He'll also take hydraulic fluid from DC instead of a certain gun lube (as they're both mineral oil-based).
  • [Expedition] ...and he accepts mushroom brew as currency following a certain event.
  • [Expedition] Reduced the slowdown that occurs during the boat-riding cutscene at the start of the expedition
Bugs
  • Pyrokinetic stream will now properly apply Thermodynamicity when the invocation ends
  • Pyromaniac's extra damage from specialization will now properly be applied
  • Thermodynamic Destabilization can now trigger Pyromaniac
  • Psi window will now be hidden while the character sheet is open like other windows are
  • Invoking Psycho-temporal Contraction while already under effects of one will not grant you more action and movement points in that turn
  • Fixed the value rounding bug when displaying character damage resistances
  • Fixed the bug that caused doppelgangers to not despawn in real-time combat
  • Fixed a long standing animation glitch that caused the animation to abruptly end after the psi ability is invoked
  • Fixed the bug that would sometimes cause the game to crash when an acid barrel is thrown
  • Fixed the bug that would sometimes cause the death screen to be uninteractble when you die during a cutscene
  • Fixed being able to avoid confronting Jookhela through the power of turn-based mode exploits
  • Fixed Tobias in Tithonus Lab turning on the power during turn-based combat instead of trying to make sure it's off
  • Fixed Aran not getting a health buff on Dominating
  • Fixed GMS level 3 doors not working with automatic door opening option checked
  • Fixed sometimes not getting xp when completing a certain assassination quest for Edgar
  • [Expedition] Fixed not being able to talk to Katya after visiting "the cave", as well as a certain dialog option not showing up regarding something you see at the entrance to the Black Sea
  • Various minor dialog and map fixes and tweaks


That's all for now. Let us know how you like the new content.

Cheers.

Dev Log #68: The Psi Question

Hi guys,

On September 7th the psi update will be release on the main branch, but before that happens I want to briefly address this controversial change again and also offer a compromise.

First I'd like to restate that the reason the psi was reworked was not primarily because of its power, though it will reign that in a bit as well. I will not list all the major arguments I've given in the previous dev log here again, but the sum of it is that the psi is too cheap to spec in, in comparison to what it offers, and that there is no way to expand upon it without even further overloading it with combat versatility. There were multiple ways to address it and I went with what I think fits well. I went in a bit too hard with the restrictions, which I have since eased on a bit (check out the patch notes for details), but the point of the experimental build was to tweak these numbers and mechanics anyway. I think it's in good place now, where both the (now somewhat nerfed) pure psi wizards and hybrids are viable, though they will require more management in terms of resources and psi selection.

Now in terms of adding more management to the psi build, one could argue that this is adding unnecessary tedium, but if look back at the history of Underrail's development you will find that we do tend to add these sort of complexities and restrictions to our mechanics as we flesh them out. Player is intended to have to pay attention and do some busywork in order to keep his character going. There used to be time when we had no weight restrictions, no selling restrictions, and at one point guns didn't even require ammo, though, to be fair, that was before the game was even available to play to the public. So you may not like this part of our design approach, but it is not at all inconsistent with what we did in the past.

The difference here is, however, that the game has been released for a long time and that the way the psi currently works has been something that's been firmly established. I will concede to the argument that it may not be fair to change it at such a late time. I should have done it way sooner, back when I added the last batch of psi abilities in the late early access stage, but I didn't and I don't have a good excuse. I do, however, still maintain that this is a good and necessary change that will benefit the game in way of build diversity, especially in the long run, even if it comes a bit late.

But for those that are firmly against this change, or maybe just want to finish their current cave wizard rampage, I've made a separate Legacy branch (on both platforms) that will permanently host 1.1.1.6 version of the game. It will receive no updates and no other version of the game will ever be preserved in this way in the future (don't worry, no further major mechanical changes are planned anyway). If you do hop between the version be advised that, as always, saves of a higher version are not compatible with older version of the game. So if you intend to keep playing on this version (either temporarily or permanently), you can switch now.

I hope that this compromise will be agreeable to most of you.

Cheers.

Version 1.1.2.0 - Waterways and Psi Update

Hi guys,

We're rolling out a new content update. It's going to land on experimental branch first in order to thoroughly test it out.

To play experimental branch on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG Galaxy, you go to Manage Installation -> Configure. Make sure you don't override all your live version saves just in case something goes horribly wrong.

The first major theme of this update is the change to psi mechanics. The full changes are listed below. They are not primarily meant to kick the full psi builds down a notch (though they will do that), but to address the following issues with psi that I find the most problematic and detrimental to the game as a whole, not just in terms of difficulty:
  • Psi gives you too many utilities. Due to how the psi functions now (prior to this update) it's almost impossible to add new stuff to psi without extending the already bloated spectrum of combat utilities of any given psi generalist (which most psi builds are) even further, since, unlike with combat utilities, there are no limits to what a psi invoker can access during combat.
  • Psi is cheap to spec into. Even though every psi school is a separate skill, they are all based on a single base ability, which is the only one required to be maxed out in order for your character to be powerful. If you invest heavily enough into it, the psi abilities themselves will make up for many deficiencies in other areas. No other robust build works like this, they usually require at least moderately strong investment into a secondary base ability.
  • Psi does not require any expendable resource. Pretty much every other build does so I introduced a resource for psi as well. Now it has a dual (or hybrid if you will) resource management aspect. Also I used this opportunity to put a sort of a limit to how much psionic output you can dish out in a single fight, so we'll see how this works out.
  • This is the least important point, but it's still worth addressing. Some abilities are a bit too cheesey and easy to exploit so I changed them up a bit. This does not make them perfectly balanced or un-cheeseable and I know there is other stuff out there that's cheese as well. These are just the ones that bothered me the most and were long overdue to change.

Anyway, the detailed changes are in the list below. What I hope to do in the future with psi now that I've dealt with psi generalist question is to facilitate more hybrid builds, which I think the new system will support well.

* * * * *

The other major theme of the update is a lot of new content for the waterways - one big new dungeon, a couple of smaller locations, many new random encounters and other stuff. I'll leave it to you guys to find out for yourselves.

On a related note I halved the price of all the fancy jet skis and all the parts, so they will be easier to acquire now. We do not need such ridiculous prices anymore since we added the economic component to the difficulty settings.

* * * * *

Here's the full change log:

General
  • Improved the start up time for the game
  • Initimidation now scales off either Strength or Will (whichever is higher)
  • [Expedition] Halved the cost of most jet ski frames, engines, batteries and suspensions
  • [Expedition] Increased the damage of all jet ski weapon attacks
Psi
  • You now have to "innervate" psi abilities that you plan to use and you're limited in the number of innervated psi slots (1 + 1 per 3 intelligence, up to maximum of 6). Existing psi characters can use Will stat instead for the number of slots with some downsides, or they can opt to switch to Int by consuming a pill that's been subtly slipped into their pockets.
  • Innervating psi abilities from multiple psi schools will now incur global 15% psi cost penalty per additional school
  • Innervating psi abilities from multiple psi schools will now incur global 15% psi cost penalty per additional school
  • Introduced psi reserves, which is the long term psi resource that does not regenerate naturally, but through the usage of psi inhalant which can not be done in combat. Psi reserves are depleted when you regenerate psi naturally or through psi boosters. Maximum amount of psi reserves is equal to 5 times the maximum psi points.
  • Psi inhalant is craftable with some skill in biology and chemistry.
  • All existing player characters will get generous amount of psi inhalants first time you load the game in new version
  • Upon loading the game for the first time in the new version, a random set of psi abilities will be pre-innervated for you. If you don't like the random selection, just reload the same save.
Psi Abilities
  • Force Field psi cost changed to 40 (up from 25)
  • Force Field is now destructable and has its health points scale with invoker's skill. Each segment of the force field has separate health, but destroying one will destroy all of them.
  • Thermodynamic Destabilization base damage percentage changed to 30% (down from 50%) and it now scales by 0.5% (down from 1%) per skill point and is capped at 100%.
  • Thermodynamic Destabilization action point cost changed to 10 (down from 20)
  • Enrage maximum duration changed to 2 (down from 4)
  • Increased the amount of damage of Neural Overload and Psi-cognitive Interruption blocked by resolve
  • Added psi mentors for all psionic abilities in the game (except one) to the random loot table
  • [Expedition] Psycho-temporal dilation and Limited temporal increment learning requirements swapped to their correct positions
  • [Expedition] Psycho-temporal contraction now has a high chance of causing its opposite (with randomized power) when it expires
Items
  • Biohazard suit now provides full protection from a certain very, very bad gas
  • Spearhead sniper rifles will now have base action points of 32 (up from 30)
  • Rapid Reloader firearm enhancement will now also have a 25% chance of restoring a random amount of action points ranging from 50% to 100% of the base action point cost of the weapon (but capped at 20ap); this can only trigger once per turn
  • Dragunov now costs 30 ap to fire (up from 25) and has 60% chance to restore 10-20 ap once per turn; also has slightly increased damage
  • Added shiv blueprint
  • [Expedition] Psionic Accelerator now increases psi regeneration by 50% (up from 20%)
  • [Expedition] Added Kzozel Yantar, a stronger version of Kzozel
Creatures
  • Reduced the throwing precision of hunchback mutants
  • Mutant dog's acid blob attack will now deal some of its damage directly
Quests / Areas
  • Added a mercantile check when paying to use the Wormhole
  • Silas' death will no longer fail the attack on Scrapper base quest; the player can now speak with Colton to get the reward instead
  • Added shiv components to certain encounters in which the player loses his inventory
  • Added new graphics for a few secret cave doors
  • [Expedition] Added more content for the waterways - one big new dungeon, a couple of smaller locations, many new random encounters and other stuff
  • [Expedition] Added some new ways to escape from a jail guarded by a hefty knife thrower
  • [Expedition] Added a vending machine to the Gray Army base; it accepts zlatortiyas only
  • [Expedition] In the same base, it is now possible to translate messages on one of the computers with sufficient intelligence
  • [Expedition] Added a tool with which the player can repair/configure a certain camp defense asset; found in multiple locations in the Black Sea
Visual
  • You can now zoom the game in by holding shift while scrolling the mouse button, but the feature needs to be enabled in the options first
  • High explosive and frag greandes and mines now have new visual effects
UI
  • Made a new death screen that will allow you to scroll through the combat log to see exactly what killed you if you didn't catch it during combat
  • Fixed the scroll bars so they can be mouse scrolled when moused over
Feats
  • Locus Of Control - Change AoE radius to 2 (down from 3)
  • Force User - now also increases health of force field by 50% (plus 5% per spec, max 5 spec points)
  • Critical Power - Base bonus changed to 1% (down from 1.5%) and spec bonus changed to 0.1% (down from 0.15%); I'm not happy with this feat in general. Straight unconditional passive damage boost feats is something I'm going to avoid in the future for sure
Tweaks
  • Acid pistols (and other acid attacks) will now spill acid on the ground regardless of whether they hit the primary target or not
  • Certain random encounters will no longer appear in low-level zones (Arsonist in early under-passages, rabid dogs in Crossroad Caves, etc.)
  • Balor now has Sprint, and gets an adrenaline shot on higher difficulties
  • Cliff can now be given a coagulation shot to stop him from bleeding to death
  • Kareem now needs his "memory refreshed" when asked about certain things
  • The Black Eels questline can now be started after you've found the drill rotor circuit board
  • Halved the amount of money Mykola needs to repair one big machine from 2000 to 1000 charons
  • Some dialogs tweaked to reflect the new psi changes
Bugs
  • Fixed the bug that cause the energy shield to dissipate at 2% instead of the nominal 10% rate every turn, but I set it to 5% base now instead because 10% just seems a bit too severe to me now; also changed the minimal dissipation rate to 1.5% (down from 2%)
  • Explosive barrels and various misc. explosions should now properly trigger volatile entities such as mines
  • Throwable barrels and rocks will now behave properly when throw in water (they will not detonate on impact)
  • You can no longer double-click while holding a modifier key (shift, alt, or ctrl). This is to prevent situations such as rapdily alt-left clicking to transfer items from a container from also triggering the double-click event and transfering extra items. Let me know if this
  • causes any anomalous behavior.
  • Sledgehammer and machete handle now also count as metal components like knife one
  • Fixed the bug that would cause the caster tentacles to crash the game after the player dies or disengages
  • Ranged weapon innate precision modifier will now always be applied if it's negative
  • Fixed Gorsky's base not being renovated on easy difficulty
  • Fixed sometimes not getting a quest note (and subsequent xp once it's completed) from Kohlmeier when starting his quest
  • Fixed traps not despawning after Foundry mines have been cleared, which resulted in hostile miners
  • Fixed spears and nets not appearing in the loot locker in the Arena
  • Fixed Saban not properly receiving his spare W2C ammo
  • [Expedition] Fixed JSHQ bioscan not detecting mutagens
  • [Expedition] Fixed an entrance to a cave near a certain homestead being impassable, even if discovered
  • [Expedition] Fixed an important flag not being set when going through some branches during a discussion about a truly deathly topic with the Ferryman
  • [Expedition] Fixed electrified floor destroying auto-turrets in Water Treatment Facility in one of the variations; also added a sound effect during discharge as to give the player a warning
  • [Expedition] Fixed a bug where sleeping in the camp (and under very specific circumstances) triggering a certain crucial event even if the player, paradoxically, already prevented its occurence
  • [Expedition] Fixed the final quest note prematurely being marked as completed
  • [Expedition] Fixed a crash that may occur if the player obtains some floaty things for the camp too early
  • [Expedition] Fixed certain native weapons being non-equippable
  • [Expedition] Fixed Captain Grim sometimes ending dialog when telling him about some facilities
  • [Expedition] Fixed being able to sleep in the camp even after you got fired
  • [Expedition] Fixed the bug that caused players to get stuck on some hives after destroying them.
  • Minor dialog/map/scripting tweaks


That's it for now guys. Let us know how you like the changes.

Cheers.

Dev Log #66: Shiny Particles

Hi guys,

We're slowly wrapping up the work on the next content update for Underrail. This one is going to be mostly oriented towards the water areas in terms of content, and, as hinted before, will also feature mechanical changes to psi. It's coming soon(tm) and I don't really have anything more to say about it until it arrives, so instead I'll show you something cool that we've made for Infusion.




We're developing a particle system for the updated engine that will allow us to quickly make nice looking and varied effects. Besides being an upgrade to the previous system visually, the more important aspect of it is that it will allow me to more easily add new psi, special, and item abilities, because now I can quickly make effects for those, which was the most tasking part of the process. Also, the level designers will be able to use the new system to further customize the areas and really bring the environment to life.

Speaking of which, we now have an additional team member working full time on level and quest design, as well as writing, so we're going to be able to produce more content faster in the future. We're planning on at least one more major content update after this one, but, of course, at some point we're going to have to focus more on Infusion.

Let us know how you like new visuals.

Cheers.