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CleanFall News

Demo Update#1

Hello everyone!

We are beyond grateful for your incredible support and thrilled to see CleanFall demo has landed on the New & Trending list on the Steam Homepage with your efforts!


In today’s update, we’ve made several improvements and fixes to enhance your experience:

Various Minor Chinese Version Tweaks: We've refined the Chinese localization to ensure a smoother experience.

Temporary Fix for Potential Freezing During Generation: Please avoid pressing buttons during generation to prevent any unintended issues.

Drones Issue: Drones no longer detonate landmines.

Bridge Clip Issue : The bridge no longer allows the player to clip into it while in ghost form

Added Wishlist Button: Now you can easily add CleanFall to your Steam Wishlist with just a click!

We’re excited to hear your thoughts on the CleanFall Demo! Please feel free to leave your feedback in a Steam review—we’ll definitely check it out!

Happy gaming!

Public Demo Now Available until August 6th!

Hello everyone! This last month has been filled with tedious bug fixes, tweaks to the game's balance, and a shiny new Chinese translation of the game. With this last month of work, the game's public demo is now ready to be played! Please note: the public demo until August 6th,2024!

https://store.steampowered.com/app/3130820/CleanFall_Demo/

If you want to get in touch, feel free to join the discord. I encourage everyone to make suggestions and to share the shenanigans they discover. The Discord also offers a way to report bugs that may crop up.

for those who are interested, here's a list of all the various changes and fixes in patch 0.6.2.2:

[h2]Balance Changes[/h2]
  • Guardian drone now costs 3 ore and 5 monster fibers. (was 4 ore, 4 fiber)
  • Vine wake boots now cost 6 monster fibers. (was 3 ore, 3 fiber)
  • Generators now cost 9 monster fibers. (was 3 ore, 3 fiber)
  • Auto Pusher is now 1 ore and 6 monster fiber. (was 3 ore, 4 fiber)
  • Drone Factory is now 2 ore and 9 monster fiber. (was 6 ore, 6 fiber)
  • Spare Scrap perk now reduces turret damage by 15% instead of reducing permanent weapon damage.
  • Mole Mode perk: pathfinder cooldown from 100% to 60%. (Buff)
  • The illusion of Freedom perk: changed negative to reduce structure HP by 20%.
  • Explosive Organs perk: light radius negative from 70% to 60%. (Buff)
  • Drones come in packs of 3 instead of 2.
  • Slightly fewer boss Var on second night.
  • Day is now 10 seconds longer.
  • Day 2 ecosystem slightly calmer.
  • Drone factory energy consumption reduce to 20 (from 30)
  • Bulb turret damage to 30 (from 10).
  • Slightly increased ore spawn rate.

[h2]Chapter 1 Changes[/h2]
  • Slightly shifted Shop’s colliders (fixed clipping).
  • Chests now place invulnerable ground below themselves.
  • Upgrade machines no longer spawn in the demo.
    • Upgrade machines make no contextual sense without the rest of the game. In the full game, reaching the second chapter for the first time will retroactively cause upgrade machines to spawn in chapter 1
  • Dragons no longer heal after entering their nests.
  • Dragons stay inside their nest longer.
  • Intro sign first message tweaked.
  • Snail Shop entrance emits a small glow.

[h2]General[/h2]
  • Renamed “non-consumable damage” to “permanent weapon damage”.
  • Increased pathfinder tutorial popup duration.
  • Pulse Rifle primary fire physics of been reworked.
  • Upwards pulse is consistent and easy to use.
  • There is a new tech involved with horizontal pulses. If no horizontal movement keys are pressed and
  • the player is not touching the ground, the player’s velocity is maintained after the pulse.
  • Passive items are now automatically placed at the top of your inventory.
  • Items slots are now colored according to their type.
  • Passive items are green
  • Consumable weapons are red
  • Turrets are blue
  • Permanent Weapons are Yellow
  • Added new tips.
    Bug Fixes
  • Time jingles is now effected by audio sliders.
  • You can no longer scroll your inventory while in the pause menu.
  • Loud death audio bug fixed.
  • Hornet wings flapping is now effected by audio sliders.
  • Jungle Demon spawn is now effected by audio sliders.
  • Turret rotation audio is now effected by audio sliders.
  • Fixed a bug that caused crafters to hum insanely loudly even when sound is turned down.
  • Trying to move items while in pathfinder no longer causes inventory to break.
  • Throwing an item right before interacting with an object no longer causes throw animation to loop
  • endlessly.
  • Fixed a bug where restarting the game would cause certain objects in the hub area to move to strange locations.
  • Fixed bug that caused centipede nests to not spawn centipedes.
  • Leech Cavern buildings can no longer overlap with the door.
  • Fixed Hotkeys all defaulting to first slot when reloading or opening options menu.
  • Patched in the hole found on the right edge of the map.
  • Wings no longer randomly appear if the player spams jump in tight quarters.
  • Camp sites and the snail shop no longer boost the music volume after using them.
  • Fixed a bug that made the music for the final wave of the leech cavern very loud.
  • Nukes now properly kill multiple enemies.
  • Moving items while in ghost state no longer causes inventory to break.
  • Players can no longer break into the shop as a ghost.
  • Fixed a bug that caused time to progress while in the snail shop.
  • Fire from flamethrowers and flame turrets now produces light properly.
  • Turrets no longer attack land mines.
  • Player can no longer infinitely wall jump in front of start manor.
  • Top of the map in chapter 1 is now properly filled in.
  • Walls are now properly categorized as turrets.
  • Dying while in pathfinder no longer breaks the game.
  • Alphas no longer cause music to randomly disappear in blood biome.
  • Mining line now disappears if player dies or uses f-tool during its animation.
  • Dying while throwing item no longer causes the animation to get stuck looping.


Happy Gaming!

New Beginnings | Devlog 0

[previewyoutube][/previewyoutube]

Hey folks! I decided it's about time I give an update about what development has looked like. In the future, dev logs will have a lot more details, but I needed to keep this one very brief due to the large quantity of material I need to cover.

[h3]Updates that Didn't Make It into the Video[/h3]
  • Perks that provide buffs with negative side effects
  • 16 unique monster to inhabit Chapter 1
  • Energy Update - energy is focused on production and cost rather than quantity
  • Story Content and dialogues
  • Unlockable Rooms that provide buffs to the player
  • Huft Biome
  • Special items that spawn in the Snail Shop
  • Large item update that made over 20 items available in Chapter 1
  • Various bug fixes and refinements


Thanks for following development, and stayed tuned for future updates!