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AUTO-CRISIS News

QOL and Balance Update 1.0.3

[p]It's been wonderful seeing so many positive feedback for the game! I had a blast seeing videos and streams of people playing.
There was of course some people that didn't got drawn into the atmosphere and story and were irritated by some things in my game, which is understable

I've gathered a lot of feedback and observations and made this update that hopefully adresses those problems.[/p][p] [/p][p]BRIGHTNESS CHANGES :[/p]
  • [p]Some players had brightness problem during game, so I added clarification at the start that you can change the brightness at any time in the settings menu.[/p]
  • [p]Many levels are now slightly brighter by default.[/p]
[p][/p][p]GENERAL :[/p]
  • [p]The "safe car" visual effect was tweaked to better communicate when it is effective and when it is not.[/p]
  • [p]Fixed a bug where you could climb up some cars.[/p]
  • [p]Fixed some rare colliders bugs that slipped through my playtests.[/p]
  • [p]Tweaked level art & props in many levels to properly indicate where you can and can't go.[/p]
  • [p]Some typos in the writing has been changed. (Let me know if you find any others!)[/p]
  • [p]Removed the Zoom function from documents.[/p]
  • [p]Changed some footsteps sounds and fixed some spatialization problems.[/p]
[p][/p][p]PARKING LEVEL :[/p]
  • [p]Music sting at the end of the level is now earlier (because apparently that's a refund reason)[/p]
  • [p]Pickup objects now weight less (you go faster with an object than before)[/p]
[p][/p][p]GRAY 1 LEVEL :[/p]
  • [p]Added more strategically placed blue signs that clues at how to survive the deadlights.[/p]
  • [p]The deadlights near the start now deals way less damage[/p]
[p][/p][p]GRAY 3 LEVEL : [/p]
  • [p]The music and dramatic would sometimes not play if the player backed off early from Motherlight.
    [/p]
[p]ROAD LEVEL :[/p]
  • [p]Level would sometimes start with the player facing the wrong way.[/p]
  • [p]Level's second part should be slightly easier now.[/p]
  • [p]It was a lot of trouble, but I added a much needed additional checkpoint for the final scene (so that player that loose at the climax of the game are not sent back too far in the level)[/p]
[p][/p][p]PARKING ENTITIES :[/p]
  • [p]Toned down the range of the monster from last update.[/p]
  • [p]They now attack way more quicker and the damage is immediate. This changes impact but not balance.[/p]
[p][/p][p]FOREST ENTITIES :[/p]
  • [p]Fixed a rare bug where they would jump randomly.[/p]
  • [p]There was still a bug where some would spawn in the air and be stuck there. I hope it's fixed now[/p]
[p][/p][p]MOTHERLIGHT ENTITY :[/p]
  • [p]It's now a little easier to run away from it.[/p]
  • [p]Added some sfx during its gameover animation.[/p]
[p][/p][p]If you find anything else, please tell me in the Community Hub.[/p]

Stamina Update 1.0.2

[p]Some more bugs fixes and gameplay tweaks![/p][p][/p][p]GENERAL :[/p]
  • [p]You now have more stamina and can run for longer. However, if you deplete it, your stamina takes more time to resplenish.[/p]
  • [p]Changed the "stamina depleted" sound to be more discreet and not sound like an old guy wheezing (sorry)[/p]
  • [p]Fixed an issue where the lightning wouldn't render light flashes in low settings.[/p]
  • [p]The early parts of the game are now more challenging.[/p]
[p][/p][p]"PARKING ENTITIES" :[/p]
  • [p]They are now are way faster and more of a challenge.[/p]
  • [p]Fixed a bug where in many cases they wouldn't attack when they should.[/p]
  • [p]Altered the animations parameters so they would not moonwalk so much (teehee)[/p]
[p][/p][p]TRIBAL LEVEL :[/p]
  • [p]Fixed a bug where one of the car would not shelter you from attacks.[/p]
  • [p]Tweaked the scene so it would perform better in low settings.[/p]

Small Update 1.0.1

[p]Some bugs that slipped through, and a few tweaks to the game's difficulty :[/p][p][/p][p]GENERAL :[/p]
  • [p]Low quality settings : fixed an issue where the car in the intro and outro were not rendered.[/p]
[p][/p][p]DUMP LEVEL :[/p]
  • [p]Fixed colliders that allowed for the player to skip large parts of the level[/p]
  • [p]Fixed an issue that could make some monsters fly in the air[/p]
[p][/p][p]TRIBAL LEVEL :[/p]
  • [p]Increased difficulty a little bit : more monsters, they are faster.[/p]
[p][/p][p]ROAD LEVEL :[/p]
  • [p]the early part is now easier[/p]
  • [p]Fixed some colliders that would block the player or enemies[/p]
[p]
If you find anything else, please post in the Community Hub.[/p]

AUTO-CRISIS is out!

[previewyoutube][/previewyoutube][p]AUTO-CRISIS is out! Released with a -30% discount for a week!
I hope you like it.[/p]

Final Trailer and release date!

[p]Exciting news! [/p][p]AUTO-CRISIS is now 100% complete and has entered playtest phase a few days ago! It will releases in about a month, August 30th, for all to play. [/p][p][/p][p]Here is the final trailer: [/p][previewyoutube][/previewyoutube][p][/p][h3]What to expect :[/h3]
  • [p]About 70-80 minutes of a short horror cinematic story.[/p]
  • [p]Various entities populates the world of AUTO-CRISIS. Learn their behaviour to survive.[/p]
  • [p]High quality immersive environments and setting.[/p]
[p][/p][p]I'll be posting sneap peaks every day on my bluesky account so don't hesitate to go and join me there!![/p]