November 4th - Full Release
[p]Hi everyone,
We're thrilled to annouce that the final version of "Of Lies and Rain" will be released[/p][p][/p][p]Novemeber 4th 9AM PT on Steam, Meta and PSVR2[/p][p][/p][p]In the beginning we thought that it would take more time to fix all the bugs and that the we would have had more problems with early access. It turns out early access was already pretty polished with virtually no blocking bugs and just a few thing to correct before the final release.[/p][p]Some of you who played the game in early access and gave us feedback told us that the game could have been released in full already as "Of Lies and Rain" is in pretty good shape already.[/p][p]They criticized us for not releasing in full the 10th of September because this way we were gonna hurt sales. First of all as a dev it's amazing to see players concearned that you are not gonna sell enough copies! This makes us feel part of a community more than a customer-developer relationship it seems like we're all on the same side, to grow the VR in it's whole.[/p][p]So while we agree that the early access might have hurt sales we are still convinced it was the right thing to do, we got the chance to have some more player feedback so we took a couple of months to add features and polish the game even more.[/p][p][/p][p]---The next section might have some SPOILERS---[/p][p][/p][p]Things we added and fixed frtom early access realease: [/p]
We're thrilled to annouce that the final version of "Of Lies and Rain" will be released[/p][p][/p][p]Novemeber 4th 9AM PT on Steam, Meta and PSVR2[/p][p][/p][p]In the beginning we thought that it would take more time to fix all the bugs and that the we would have had more problems with early access. It turns out early access was already pretty polished with virtually no blocking bugs and just a few thing to correct before the final release.[/p][p]Some of you who played the game in early access and gave us feedback told us that the game could have been released in full already as "Of Lies and Rain" is in pretty good shape already.[/p][p]They criticized us for not releasing in full the 10th of September because this way we were gonna hurt sales. First of all as a dev it's amazing to see players concearned that you are not gonna sell enough copies! This makes us feel part of a community more than a customer-developer relationship it seems like we're all on the same side, to grow the VR in it's whole.[/p][p]So while we agree that the early access might have hurt sales we are still convinced it was the right thing to do, we got the chance to have some more player feedback so we took a couple of months to add features and polish the game even more.[/p][p][/p][p]---The next section might have some SPOILERS---[/p][p][/p][p]Things we added and fixed frtom early access realease: [/p]
- [p]Beath volume and inhalers balance[/p]
- [p]Footsteps (depending on the surface you're on)[/p]
- [p]Sprinting[/p]
- [p]better iron sight[/p]
- [p]Projectile traces[/p]
- [p]Fixed some hand interactions with objects[/p]
- [p]Fixed a bug that would disable a cableway[/p]
- [p]Datawolds redesign, just the mandatory ones.[/p]
- [p]Fixed a bug that would disable a cableway[/p]
- [p]Fixed Adrian Office screen texture Typo.[/p]
- [p]Fixed a bug that made the cableway not working after loading a game.[/p]
- [p]Fixed some more invisible walls.[/p]
- [p]Fixed a bug that made audio disappear in some spots.[/p]
- [p]Lower reflection on some material to lower aliasing problems[/p]
- [p]Laser interaction menu visibility[/p]
- [p]Hand on the opposite side when grabbin bin[/p]
- [p]Russian translation improvements[/p]
- [p]added ambient volume option[/p]
- [p]added thumbstick sensitivity option (fix drift on old controllers)[/p]
- [p]added haptics intensity option[/p]
- [p]fix first trigger action ignored[/p]
- [p]fix floating hand bug[/p]
- [p]fix shotgun half-discharged magazines[/p]
- [p]fix enhanced input buttons (use started/completed events)[/p]
- [p]fix coupled trigger/height calibration options [/p]
- [p]fix nest 1st elevator going back[/p]
- [p]fix dataworld anchor better unlock[/p]
- [p]fix machinegun secondary grab collisions[/p]
- [p]fix scorpion grenade throwback [/p]
- [p]fix elevators with preactivation pops on activation (labirynth/adecore) [/p]
- [p]fix Flower not starting after the labyrinth[/p]
- [p]added screen percentage option +/-50% (skipping 100 that causes reprojection)[/p]
- [p]added spectator window mode option (windowed/fullscreen)[/p]
- [p]fix TAA ghosting/jittering (suggest to increase sharpness a bit for best visuals)[/p]
- [p]fix Vulkan rendering (disabled SM6, also for DX12)[/p]
- [p]enhanced SteamVR haptics curves[/p]
- [p]Fixed the infinite die buga[/p]
- [p]Accessibility menu option monoscopic[/p]