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The Christmas Update

[h3][color]Yuletide Greetings, esteemed colleagues![/color][/h3]
There’s an old saying at GATE - “if you’re not celebrating, you’re not innovating.” By an old saying, we mean Dr. Stern said this once (with much effort) while wearing his tie wrapped around his forehead. No, it’s not the 1992 New Years party, but it’s close - it’s Christmas, the part just before that.

Our first gift to you, a dev vlog from Criss, featuring everyone’s favorite design director, Zag.
[previewyoutube][previewyoutube][VLOG LINK][/previewyoutube][/previewyoutube]
If you caught that little bit at the end there about some Dark Energy news and want to research that further, check out our latest Status Report: SR #18: First Look At Dark Energy.

Like any good holiday season, we ask all GATE employees to celebrate whatever they want, and for Dr. Stern to stop leaning on the Security Robots during parties. Enough about Abe, let’s talk about this memo from Abe. He sent us a memo about some infestation in the containment blocks… That can’t be good.

[h3]More Leaks in the Laboratories[/h3]


We’ve got two locations that need investigating, one old, and one new. Both of them are located in the Cascade Laboratories. These instructions will be broken up into two sections. The first section is for scientists who have completed the Cascade Laboratories. The second section is for scientists who have completed the Hydroplant. If you have done neither, skip these two sections and you’ll find these things in due time.

THIS IS YOUR SPOILER WARNING!

Location One, with presents abound!

Anteverse 23 has been reported with new clutterings, gifts, and presents. We recommend taking a stroll over that way to see if there’s anything worth pilfering. The citizens of Anteverse 23 surely won’t miss it. Be sure to look around, not everything is found in one place.
THIS IS YOUR SPOILER WARNING!

Location Two, uncover the mysteries of IS-0083!

If you are currently in the Cascade Laboratories and you have reached the Containment Blocks, you may notice that a new high-level keypad has been added to the door containing IS-0083. This can be opened at a later time in your adventure.

There are also 2 new e-mails and several more Compendium entries, at the very least.

If you can open this keypad due to already progressing further along, we probably don’t need to give you any further instructions. Return to the Cascade Laboratories. Good luck!

Now onto the (less spoilery) details of the update itself. What has changed, and what’s new this festive season?

Is this temporary only during the winter holidays?
To momentarily demolish the fourth wall with a holiday-themed sledgehammer; as with the Halloween (Canaan) stuff and as will be the case for all of this so-called “holiday” content, the new accessible location is a permanent fixture of the universe of Abiotic Factor.

In other words, this is not really just a Christmas/Holiday event - this is an expansion of the game’s story… And there might be a gift or two as well. Heck, there might even be a tree. 🎁


What other presents do we have in store for you in this festive community-centric update?

[h2]Early Access Gifts[/h2]
If you own Abiotic Factor before 1.0 (that means right now!) you will receive a bundle of Survivor customization. That includes some slightly-askew eyewear, ragged tops, a bedraggled skirt and equally worn pair of pants, new boots, a belt, and even a more-than-scuffed ID card! Need we go on?


[h3]Keeping Busy with the Bees[/h3]
Field reports from Dr. Riggs have indicated the presence of a new strain of invasive bee-like species. They seem to happily nest with any Anteverse (ours or otherwise) that they come into contact with, so you may find them in all sorts of locales. Check the obvious spots first.


To gather a Queen Bee safely, you’ll need some physical protection specifically made to counter their adept stinging capabilities. They also seem attracted to Antejuice. We’re confident you can take it from here. You’re a scientist, after all.

[h3]Charging on the Go![/h3]
Low battery? That’s where Field Batteries come in! Truly a marvel of biochemistry and trans-dimensional study (papers courtesy of Dr. Riggs once again), these one-time use items will recharge any electrical equipment without the need for a charging station.


To use this item, put it in your inventory and right click on the item you want to recharge. Just like repairing with duct tape, you simply have to select "Recharge with Field Battery."

… Ah, and the little crank now works on the Energy Pistol. Yeah.


[h3]You’ve Thrown Your Suggestions…[/h3]
We’ve gotten a lot of feedback about throwing, so we’ve made a few key changes to throwing in this update.
  • Throwing regular objects (not weapons) will now factor in their weight for both damage and velocity.
  • Throwing XP now changes based on damage and range, meaning further away targets will grant more XP.


But that’s not all…

[h3]... Now Start Throwing Knives![/h3]
We’ve added a new item type - Throwing Knives! This class of weapon is craftable, and will be crafted in a few varieties as you progress. Much like other throwing items, these are quick and deadly.

One small note… You can stab directly with these, but one of the stacked knives will be used in the process. We don’t recommend it. Instead, hold Alt-Fire (RMB on mouse or Left Trigger on gamepad) and let ‘em fly!


This is a relatively new system and we’ll be keeping an eye on feedback as we go forward.

[h3]Trinket Reworks[/h3]
The long-awaited trinket reworks are beginning to arrive. There have been great innovations in the field of Trinketry, baubles, and other knick-knacks. You will find several of your existing trinkets have changed, some being entirely beefed up. Heck, some might even be useful. It’s worth noting that no trinkets have been removed.


One trinket in particular (the Photon Lantern) has been “deprecated” and will now exist as a nearly-useless item that can no longer be crafted – but the new version can be crafted with a brand new recipe!

Some other trinket recipes have changed, but nothing worth noting here. The patch notes will contain more information if you’re one of those people who likes to dig through the trash.

[h3]Bad Soup - Less Bad?[/h3]
We’ve heard a lot of feedback that the changes to Weird Soup/Bad Soup have hurt the fun in finding soups, or creating awkward soups out of ingredients that don’t quite fit a recipe. In this update, we have changed the system in the following ways:
  • Bad Soup no longer causes sickness. Instead, it causes a new debuff, called Borborygmus, which is the very scientific term for a gurgly tum-tum. This will now warn you - if you eat any more soup, you might get sick!
  • You will now only become sick if you eat soup while you have a bout of Borborygmus.
  • We have added a new recipe called Gastro Pills, which will cure Borborygmus, allowing you to consume all the crap you want.
  • We’ve also adjusted some of the values on Bad Soup, but it’s still not going to be the best option for keeping your hunger at bay.

Enjoy eating your terrible soup, scientists. Oh, and speaking of soup…

[h3]Improvements to Soup Recipes[/h3]
The Compendium, as you know, has this really cool list of soups you’ve collected. However, as you also know, it’s been nearly impossible to find new recipes without booting up the wiki. We would prefer people didn’t feel compelled to spoil everything by reading the wiki, and as we all know, a spoiled soup doesn’t taste nearly as good.

To improve this, we’ve changed the Soup Compendium (Soupendium?) which you can access from your Journal screen.


Once you reach Cooking Level 3 and unlock Soupsmith, all soup recipes will now be displayed in your Soupendium with the items and names hidden until you’ve discovered the items and cooked the soup successfully. This should help you figure out what soups you don’t have yet, and give you an angle on what to try, all without having to probe the interwebs.

We’ve also added a new line to item tooltips, which displays how many soup recipes an item is featured in, just to help out our Soupsmiths a bit.

[h3]New Fish, New Recipes[/h3]
No spoilers! But here’s an image that is definitely unrelated.


[h3]Crystalline Armor[/h3]
Some said this day would never come. Those people are jerks.

Anyway, this new armor set is obtainable at some point somewhere, and you’ll unlock the recipe when you collect the items for it. You can probably guess what one of the root items is. Look, you’ll figure it out and we’re in a bit of a hurry - we still can’t find Dr. Stern anywhere since he put it on and we really need him to clarify some key points on his IS-0083 report!


[h3]Jetpacks and Portals[/h3]
It’s not all good news though. Dr. Thule tells us something is happening to our equipment when we travel through portals. He called it “Portal Sickness” but we felt that was a bit too humanizing for something like, say, a jetpack. He’s such a big softie, that guy.

When you first enter a new portal world, you may notice that your equipment is afflicted with issues. Jetpacks in particular will no longer function until fully calibrated to the new portal environment, which takes about as long as it takes you to complete the area. Once you (or anyone else in the Facility) has completed the area - usually - you can go about your business, using your jetpack as much as you’d like to revisit, requisition materials, and explore further on.


A few places seem to not appreciate jetpacks at all, but Dr. Thule is looking into it. We’ll see if he ever finds an answer. Also, if you’ve already completed an area, you won’t encounter this problem, and really need not worry about it. In the future, you may encounter this when first visiting new portal destinations.

[h3]Jetpack Addendum[/h3]
The Jetpack has also received some small changes to its energy rates, and this will affect how it operates when overheating. If the Jetpack overheats while in use, it will no longer cool off until it returns to a more controlled position - such as the ground. Be careful up there. Gravity is a harsh mistress, and IS-0052 is indifferent to your plight.

[h3]Enemy AI is Going on the Naughty List[/h3]
Many enemies have received improvements. Some might call them buffs. Some might call them scary. I call most of my Pests “Bob.” Gameplay spoilers here-in.

  • The Tarasque now has several new concussive abilities which will make your job just a little bit harder. He also has some survivability issues we’re investigating.
  • Armored Exor are now a lot more aggressive with their movement and shooting, as well as having a new type of attack entirely.
  • Enemies should generally not stand around doing nothing after entering combat. We found a spot where they were getting very stuck for up to 1 or 2 seconds.
  • You may notice when damaging certain enemies they change to look a bit more bloody or a bit more scuffed up. This logic wasn’t actually working properly, often causing enemies with low health to just… Not look that way. We fixed that, so you should have a lot more combat feedback from here on out, at least with the tanky enemies in question.

[h3]Accuracy Improvements[/h3]
We’ve generally seen lots of feedback around the Accuracy system being a bit hard to use. We pinpointed one instance where it was particularly annoying and we believe we’ve squashed that problem. In instances where you have the correct accuracy to hit a target, but the wibble-wobble of your crosshair causes it to fall off of the target (and therefore look “beyond” your target) your accuracy sway would previously go out of control.

Now, when aiming at a target in range, your dot will remain much steadier, even if you’re not aiming RIGHT at your target.


This should make landing hits just a bit more forgiving, without affecting the larger accuracy gains you get over time.

[h3]Trypanophobia Mode[/h3]
If you really don't like needles, we added an option in the Accessibility settings to disable seeing/hearing needles and needle animations. Your feedback is welcome!

[h3]Aim-Assisted Interaction[/h3]
In our aim to improve the experience for Gamepad and Steam Deck users, as well as to generally require less precision when picking up items off of the floor or any other surface, we’ve added a new setting called Aim-Assisted Interaction. This system will still prefer the objects directly under your crosshair, but this will make it much easier to grab things without having to be nearly as precise.


This option is located in the Accessibility - Controls section of the Settings menu and turned on with just a click.

We feel many scientists will benefit from this change and are excited for you to let us know how it feels, and if you encounter any issues that we should be aware of.

Thanks for joining us on all of our scientific ventures! Come over to the forums to unwrap the FULL PATCH NOTES!

If you are moved by the spirit of giving then give us your hugs! Through the in-game bug report form link! If you don’t know what to get us for a gift this holiday season we always accept reviews, which we promise to treasure and never re-gift. If you were tantalized by that tiny peek into the Reactors, get your fill by checking out our SR #18: First Look At Dark Energy.

Thank you for all your work in the GATE Cascade Research Facility!

[color]Onward -- to science.[/color]

[h2]Join the Scientific Community![/h2]

[h3]Join the Research Division Today![/h3]
https://store.steampowered.com/app/427410/Abiotic_Factor/

The next major update for Half-Life-meets-survival-game Abiotic Factor looks absolutely massive




It's mean, it's green, and its interdimensional monsters are obscene—a new trailer for the next major update to Abiotic Factor, Dark Energy, premiered at The PC Gaming Show: Most Wanted today. And it looks massive...
Read more.

Peer Review #2

[h5][color]Greetings, esteemed colleagues![/color][/h5]

It’s time for round two of [color]Peer Review[/color]!

Let’s gobble up these glorious creations! With our eyes. Don’t print them out and eat them. Or do? Who cares, it’s the holidays.

IC-0196 by elanoria on Steam. Elanoria describes it as -
IC-0196 is a highly aggressive entity with multiple cavities upon its 'stalk'. These cavities contain flexible tentacles that ensnare their prey. The full length that its tentacles can extend is unknown. It does not have any detectable response to visual or audio stimuli and relies solely on its sense of touch. If its tentacles collide with any heat-emitting object or organism it will wrap around the target and pull it into one of the cavities.
Untitled by MAXALATE on Steam
Best of The Year by LUCKY 4OUR on Steam
To War! by Coeski on Discord
Close Your Eyes by FLOPPA on Discord
Mondays by Raszard on Reddit
Colleagues by octo_paint on Twitter


As always, we are most thankful to you, the amazing scientific community that keeps the GATE Cascade Research Facility running smoothly during these chaotic times. Well, mostly smoothly. We are aware of the electric fires in Office Sector Level 2 and we are thankful that you are able to find safe routes around in order to continue your endeavors.

Keep that creativity flowing.

[color]Onward -- to science.[/color]

[h2]Join the Scientific Community![/h2]

[h3]Join the Research Division Today![/h3]
https://store.steampowered.com/app/427410/Abiotic_Factor/

Abiotic Factor is Better With Friends!

[h5][color]Greetings, esteemed colleagues![/color][/h5]

Happy Steam Autumn sale! Abiotic Factor is 20% off from now until December 4th.

We hope that’s enough incentive for you to give us a little nomination for the Steam Awards. No? Fie, well you’ve twisted our arm so we will also promise a Christmas update to happen in the very very near future.

On what is definitely an unrelated note - this decade old magazine was turned into Warren's Lost & Found. If any of our scientists recognize it, please let us know.



Huh, interesting.

[color]Onward -- to science.[/color]

[h2]Join the Scientific Community![/h2]

[h3]Join the Research Division Today![/h3]
https://store.steampowered.com/app/427410/Abiotic_Factor/

SR #17: The Road to Reactors

[h5][color]Greetings, esteemed colleagues![/color][/h5]
In this Status Report we will be sharing some important news on our update schedule along with a peek at a most-festive update. A peek at your presents, if you will.

[h3]A Message from the Director[/h3]
Kicking off this whole post, our Design Director Zag is here to share some words on the changes to our roadmap.

Greetings scientists!
The team has been heads-down on Dark Energy. It is massive. And it’s proving to be one of the largest updates Abiotic Factor has ever seen. With the introduction of a whole new faction, a whole new sector (made of multiple sub-sectors), and doing it all the right way, we’ve made some adjustments to our roadmap timeline. Not by much, but adjustments all the same, and as you know, we like to communicate. Anyone who has watched the vlogs knows we actually can’t shut up sometimes.

Ahem, anyway - we want to get you into the Reactors (and beyond?) as soon as it’s ready, but we also want to take the time to get it right. As you know from the gazillion hours you’ve put into ABF, we have a certain level of quality, a certain bar for new content, and a very specific amount of love that our updates require, and we are never going to compromise on that quality or balance sniper spawn rates.

(That last part was a joke - probably.)

As we’ve neared the end of 2024, we felt we were compromising on one-too-many things, just little things, but the things that make the game what it is. The change is this; we’re shifting the Christmas update in front of the major Dark Energy update. As for Dark Energy, you’ll see it just on the other side of the holidays - Q1 2025.

You’ve trusted us this far to deliver (and we love you all to the Flesh Dimension and back for that) so we ask that you carry on just a bit further. But don’t fret – we have a community-centric bundle of stuff dropping just in time for Christmas.

We also have another little present coming up pretty darn soon, but it’s still under wraps. Keep an eye out.

Anyway, without further ado, here’s the updated roadmap as it now sits, and then we’ll talk more in-depth about the Christmas update coming in December!

Oh, but first, the tiniest of peeks at Dark Energy… while you wait.

Neat.

[h2][color]The Updated Roadmap[/color][/h2]


[h2]A Peek at Your Presents[/h2]
For the Christmas update, we’re dropping all kinds of gifts. Let’s take a look under the wrapping.

[h3]Early Access Rewards[/h3]
For the many many scientists who have been helping us create great things during this Early Access period, we want to thank you! We’re not done yet, but we wanted to make sure everyone who plays before 1.0 receives a few in-game goodies.


[h3]Heard the Buzz?[/h3]
Is anything as sweet as science? According to the Brix viscosity scale, honey comes close, at 60 to 80 percent! Is it actually honey? Are these actually bees? We’ll leave that up to you and your tastebuds to decide.


[h3]The Purple Armor[/h3]
Some scientists may have already noticed the Crystalline armor floating around in a few of our screenshots and videos. We were going to blame Dr. Stern for their early reveal - after all, he prototyped the thing - but when we went to yell at him about it, we couldn’t find him and we’re not entirely sure where he’s gone.



[h3]Charging Up the Field[/h3]
As expeditions into the depths of the Facility (and worlds beyond) become longer and more fraught with danger, sometimes there simply isn’t time to search for a power outlet when you need to recharge your gear. And carrying around that charging station? That’s just bad form, really.


We’ll dive further into this little doohicky on release.

[h3]deepth feld plz fix throwing[/h3]
Don’t throw a fit, scientist… Throw knives instead!


Throwing knives are a new type of weapon, with multiple tiers, that you can soon craft. We’re also looking at making Throwing XP easier to gain, but also a bit more sensible, taking into account weight of the item, and so on and so forth.

[h3]Something about Soup[/h3]
As you know, we’ve added some handy quality-of-life to cooking, but we still feel soup just isn’t quite there yet. We’ve been working on improving some of the soup system, particularly around discovering recipes and finding new ingredients. We also feel that the current soup system is a bit too punishing on failure to make a good soup, so we’re doing a few things there as well. We’ll dive more into that bowl (of soup?) when we’re ready to share (our soup?) with you. Soup, soup, soup.

Soup.

[h3]Other Christmas Things (Not Soup)[/h3]
We have a few more things coming for Christmas, but some presents are best left un-peeked. Dr. Stern has been muttering something about a contamination involving IS-0083, but that’s an arcade machine and we weren’t really listening anyway because he keeps wearing his Santa Hat around the labs and like, it’s still November, man!

When we find that guy we’re gonna give him a piece of our mind.

Anyway, I’m sure all of these questions will be resolved soon.

[h3]The Holidays Cometh[/h3]

Thanks for joining us on all of our scientific ventures! If you find yourself unable to move due to excess holiday ingestions, take a relaxing break by submitting your most infuriating bugs through the in-game bug report form link!

Thank you for all your work in the GATE Cascade Research Facility!

Onward -- to science.

[h2]Join the Scientific Community![/h2]
We’re now also on 🦋Bluesky, by the way. You can find us here, but we’ll probably be changing the username to a cleaner URL shortly, so don’t use this link if you’re reading this at some point in the future. Or something like that. But you can use it right now! … If you’re reading this right now.
[h3]Join the Research Division Today![/h3]
https://store.steampowered.com/app/427410/Abiotic_Factor/