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Abiotic Factor News

"The First Week" Update

[h3]A message from Design Director Zag and Narrative Director Henry:[/h3]
Before we dive into this juicy update, we want to take a moment to give a heartfelt thanks to every scientist who has set foot in the GATE Cascade Research Facility thus far - THANK YOU!

The game exploded to life when you arrived. You’ve discovered new ways of playing, and already created some of the most memorable and hilarious moments anyone could have imagined. Hurling yourself through portals, hunting pests, smashing the place up, building bases and exploring the labrynthian sectors of Cascade... It has been extraordinary.

We’re blown away. We didn’t see this coming. We thought ABF was fun and a bit different, but you've all made it SO much more than that. Again, a huge THANK YOU for such a wild, wonderful opening week. The team is energized and looking forward to much to unlocking much more of the facility and its secrets with you over the next few months. We can hardly wait.

Onward to science!
- Zag, Henry, and the entire Deep Field team

[h3]Launch Week Gift[/h3]
To thank everyone for the wonderful launch week, we've added a new Fabric to the customization menu for all scientists. This fabric is a sleek black with gold speckles that shimmer in the light, sure to make any pocket-square or tie stand out just enough to let everyone know that you've got class, as well as brains.


But that's not all, let's dive into features, which are mix of what-we've-got-planned and community suggestions and requests.

[h3]Walkin' and Talkin'[/h3]
As you know, we have a very cool proximity voice chat system, but we don't have any way to talk globally. Well, better update those knowledge-banks, egghead, because that changes TODAY.

Walkie-Talkies have been added to the recipe list. We kept the recipe pretty light so you can communicate early and often. Using a Walkie-Talkie is rather simple; place the Walkie-Talkie in your hotbar and select it in order for your VOIP to be transmitted to other players who have a Walkie-Talkie anywhere in their inventory.

For now, Walkie-Talkies will allow players to hear you all over the Facility -- and even beyond. The trade-off is of course, you have to be holding your Walkie to respond to others. Later on we have some more plans with these cool little communicators, and we may impose a few more sensible restrictions, but for now, enjoy the freedom provided by the Walkie-Talkie.

[h3]Friends That Hop Together[/h3]
You asked. We answered and definitely didn't have this planned before you even asked. As far as you know. Tamed pets can now follow you!



Hold E (by default) to get them to scurry their fluffy(?) little spike butts over your way. There is, as far as we know, no limit to how many pets can follow you at once. We are already regretting telling you this. Enjoy, and give Mr. Fluffle Blugglekins a snuggle-wuggle for us.

Oh, and please remember to take care of your pets out there, the world is dangerous, and they have very small, adventurous brains.

[h3]Cheesed to Meet You[/h3]
Prepare yourself, for the Anteverse sows a curd meaner than any bleu on this side of the universe. And now you can try your hand at making it too! And it's also more of a "peurple" if we're being quite honest.


Surely to no surprise to our scientific cheese-smiths out there, cheese is made initially as a soup - we'll let you figure out the recipe - and then pulled from the pot as a big ol' Cheese Wheel. Be sure to let your cheese wheel ripen in a stable temperature environment, and before you know it - you got some cheese! Please enjoy the various and cozy new recipes that can be made with cheese. Some require baking, some crafting, and some a mix of both!
  • Pekkie Brekkie Hash
  • Carbuncle Casserole
  • Antecheese Sandwich
  • Antecheese Toastie

That's all for cheese this update - which is actually a lot if you think about it. Who knows what we have in store next? Pest Pops? Some kind of alien fish? A Carbuncle Pizza? Time will tell.

[h3]We Don't Know Where To Starch With This One[/h3]
Sorry about the puns, it is indeed the lowest form of hanging fruit. Unlike a potato, which is actually a vegetable IN THE GROUND. If you want to get scientific, which we do, because, look around egghead, they're technically called tubers. That's weird, huh? Anyway, you can plant those starchy son-of-a-guns right in your farmy soil plots. I don't know why we can't just speak normally right now, but it's probably all of the potatoes we've eaten in the last 48 hours, or our brains are mashed potatoes from the lack of sleep. (We will try and rest after this update goes out, I promise.)


Along with being able to plant your spuddy friends, a bunch of recipes are now easier to obtain, and there's even a couple new ones.
  • Pekkie Brekkie Hash
  • Carbuncle Casserole
  • Pestato
  • Baked Potato
  • Fries
  • Pest Pot Pie
  • Veggie Stew
  • Greyeb Chowder
  • Potato & Sausage Stew
  • Mashed Potatoes

Just remember, you need Level 3 Cooking to make soup, and you need to reach Level 10 to get that precious baking oven. Because that's how it works in real life and we pride ourselves on having immaculate realism.

[h3]Security Shutters[/h3]
Officer Warren has heard your feedback and installed a mechanism to disable the auto-timer for the Security Shutters on Level 2. Unfortunately, Warren is an incompetent fool and it appears to be broken. Perhaps you can fix it, instead.


[h3]Display Your Items[/h3]
Item Stands can now be crafted and will display items. Deployables will display inside their deployable item box, so you'll still want to deploy your fun collectibles on their own, typically.

And be careful! The Crafting Bench Item Teleporter upgrade may suck up your items placed in Item Stands. We didn't teach it to do that, but we're quite not ready to confront the implications of a sentient Crafting Bench. If you want to display a stapler, keep it far away from the Bench. And IS-0223, for that matter.

[h3]Suiting Up[/h3]
Scientists wearing suits will now feel a bit more like they are indeed in a stuffy suit, with a hazmat frame showing around their view and some breathing audio to boot. This breathing is disabled if the Misophonia option is ticked.


[h3]Player Corpse Bags[/h3]
Player corpses have been replaced by a sort of loot-spill bag that works the same way as the Player Corpse did. We made this change in preparation for player ragdolls, which are not fully complete and will arrive in a later update. For now, upon dying, an orange bag will appear with all of your loot in it.

It's also noteworthy that Warren will now collect any lost loot bags and place them in front of his security kiosk. If you can't find your corpse bag with all of your stuff in it, it's probably sitting in the middle of the Office Plaza. Warren says "You're welcome."


[h3]Containment ID Card[/h3]
Dr. Janek went down into the Anning Containment Block and hasn't been seen since. If you manage to find him worse for wear, please recover his Containment-level ID Card.

[h3]IS-0091 Update[/h3]
We got in touch with Dr. Stern over the walkie-talkie and he stammered out a few key points to us regarding IS-0091. This was shortly followed by screaming (presumably Stern) and Dr. Ross came on the line to tell us he's probably fine and overreacting. Anyway, here's what we gathered from the exchange:
  • IS-0091 appears to no longer appear quite as often under normal conditions, which should be a great relief to those who felt a bit too harassed.
  • IS-0091 will now be much more attracted to scientists who may have eaten Greyeb Fruits recently, and by that, we mean please understand what you're doing before consuming such things.
  • IS-0091 should no longer disappear for long periods of time and will instead adapt better to situations where it might get stuck or otherwise lost.

[h3] The Portal Problem[/h3]
In the last hotfix some kind of growthy growth grew over a previously accessible door in the labby labs. We're talking like this so we don't spoil anything for the you-know-whos.

Okay, are they gone? Good. Let's slap a spoiler tag on this next bit just for good measure.

The growth on the Laser Lab caused a little confusion between people who had been there previously and people arriving fresh, many of whom were receiving bad directions from players who had previously been there. It created a sort of "nobody is quite sure what's intended" storm, which we believe is now corrected by several changes. Because the unintended "Rise" route spread through the scientific community like wildfire, it created a lot of stress for players who felt this route, which was unnecessarily complex, to be poor design (instead of just being a secret portal world that accidentally dumped you out in a lucrative spot) and that the actual intended route was either not obvious or completely opaque.

There was in fact some poor design, primarily around signaling how you get to Helmholtz from a certain way, coupled with some journal entries that offered not only conflicting info, but poorly-timed info. When scientists are looking for A, but they receive a journal indicating B is the most important thing in their lives, they tend to get a bit distracted.

We also didn't anticipate bridges would stop so many people in their tracks. Give them a try. They're brilliant, and so are you.

To whit, we've identified a bunch of key points where scientists were getting stuck in the story and we believe it's greatly improved now. We fixed up some shape language to the general area, tidied up some simple mistakes, cleaned up a couple Journal entries and changed up a helpful whiteboard. Please remember as well, at least 30% of the dev team are mostly human and can make mistakes, as well as the fact that the area encountered is deep into the game. When over 10,000 scientists hit any given spot in the Facility, it dwarfs any testing we could feasibly conduct, and we get a huge variety of responses too.

Anyway, if you're still stuck in the Labs, please ask the fellas in Helmholtz -- they're a talkative bunch and we believe they have your answers. And don't forget to pack a lunch.


[h3]If you're looking for the FULL PATCH NOTES, click the highlighted words to the left, because that's how this new-fangled internet stuff works.[/h3]

And as always, please keep submitting your bugs through the in-game link so we can work on squashing them like the Pests they are. Just kidding, Pests, you’re like family to us. We would never squash you.

By the way, you have all collectively exterminated over 10 million Pests in the GATE Cascade Research Facility. We hope you were able to extract valuable specimen data from each and every one of them.

Thank you all once again for enjoying your time in the GATE Cascade Research Facility!

Onward -- to science.

[h2]Get Involved![/h2]

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

How to make good soup in Abiotic Factor




Figuring out how to make good soup in Abiotic Factor can be challenging. Sure, this survival game is set in a research facility and you may be punching crates instead of trees, but that doesn't mean you can't throw things in a pot and see what concoction you can come up with. Discovering things for yourself is all part of the fun...
Read more.

Abiotic Factor will helpfully put your corpse in the cafeteria

The "corpse run" can be among the tensest experiences in gaming: Having just lost all your precious gear, you need to get back to the spot where you died in order to retrieve it, or else you'll lose it forever. In Abiotic Factor, that's sometimes been an impossible task due to the presence of extreme hazards or weird level geometry. Fortunately, the latest hotfix addresses this - and will sometimes resort to shipping your body back to the office cafeteria.


Read the rest of the story...


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Hotfix 0.8.0.9803

[h3]Greetings![/h3]

The weekend has come and gone so it’s time for us to serve up another hotfix!

But before we get to that, THANK YOU AGAIN! Launch day went incredibly but this weekend you all absolutely blew us out of the water! All of your feedback, positive reviews and kind words fueled the whole team and we are all amped up to get working on continuing to improve and add to the game with your ideas in mind.

If you do have a spare review lying around feel free to chuck it on over! We’d love to hear from you and to continue shoveling them into the maw of our terrifying algorithmic lord.

Now, onto the juicy stuff!

[h3]HOTFIX 0.8.0.9803[/h3]

You'll know you're on the right version because the above version will match the one at the bottom of your screen while in the main menu and in-game.

[h3]Keypad Hacker Note:[/h3]
  • Some scientists are reporting that their Keypad Hacker has gone missing. Please make sure you check your Keypad Hacker slot in your equip slots (bottom left) if you shift click to move your Keypad Hacker from your inventory to your hot bar it may end up there instead, as intended. Your Keypad Hacker is not going missing it is actually going to the correct location.
  • If your Keypad Hacker is in your Hacker slot you simply need to press interact on the keypad to get it to work.


[h3]Containment Bulletin:[/h3]
  • There have been increased reports of activity from IS-0091. Science help us all. As always, researchers; if you see it, report it!

[h3]Temporal Correction Warning:[/h3]
  • GATE scientists have detected a mistake in the temporal flow, a strange disruption in time and space allowing scientists to venture into hidden portal worlds and skip content unintentionally. This has been corrected in the following ways.
  • Additional security measures have been added to the Laser Lab. However, something has grown over top of those security measures, and we don't want to touch it, so we'll leave it to you.
  • If you have previously accessed the Laser Lab in an existing world save, or are currently in the Laser Lab after updating to this version, this new growth will likely not be an issue, but future world saves will encounter these hurdles.
  • A properly locked door has been added to a very high up catwalk in Labs.

[h3]Server Browser Updates:[/h3]
  • The Server Browser has received several filter options and a search bar to help you find your friends (or enemies.)
  • Server Browser names are now trimmed if too long, instead of spilling over into the rest of the UI like an uncontained growth.
  • The server browser has been massively optimized. Thank you for playing and hosting so many servers that it became an actual problem to solve. Much love from everyone here at Deep Field.

[h3]World Save Backups:[/h3]
  • World Saves now create a backup when hosting from the main menu.
  • This backup can be used to recover corrupt world progress. We are still investigating a rolling backup.
  • If your world is corrupt, a button that says "RESTORE BACKUP" will appear. This can fail in very bad cases, but should help in some.
  • We are aware that world corruption and item loss are rare but very major issues when they occur, and they remain our top priorities. Please keep submitting bugs (and your world save data) through the Issue Report Form

[h3]Player Corpse Changes:[/h3]
  • We investigated a lot of reports about bodies becoming stuck in places that players can't access. We've made the following changes to correct this.
  • If the player corpse location has bad data, it would previously default to the death location, which is often unsafe or unreachable. If this happens now, the corpse will try to return with the player to their respawn location.
  • If this fails, the corpse will move to the Cafeteria in the Office Sector.
  • Upon rehosting a server, ALL corpses that are not looted will appear in the Office Cafeteria as well. If you can't find your corpse, there's a good chance it ended up there.

[h3]The Stove Stuff:[/h3]
  • We've noted some players have experienced pots and pans being lost from stoves. Let's quickly talk about how this happened and what you need to be aware of.
  • Stoves had bad data on them due to a bug with stove state saving that slipped under our radar. We're a small team and we only found the issue once 7000 people started playing at once. When we fixed this issue in the latest hotfix, old stoves from older saves still had that corrupt data, but new stoves did not. This caused players' items to go missing, or appear to go missing, when they interacted with the stove.
  • For the deployable stoves, repackaging them and redeploying them (if possible) would fix this issue. For the fixed stoves, this was not possible, so those stoves will still be exhibiting this problem.
  • In this update, all stoves from existing saves will now dump out pots and pans. You may see a slight overabundance of these items in the form of some bags on stoves, so go scoop them up and enjoy this crockware compensation.
  • We believe we have corrected the issues laid out here, but we are getting some reports here and there. We are unsure if those are people playing on old versions or not, so please report anything else that happens outside of what was explained here and please include your version number. Thank you, and happy cooking!

[h3]General Changes:[/h3]
  • Recipes on HUD have shrunk a bit. Remember, you can clear any auto-pinned recipes in your crafting screen if you want them out of the way!
  • We hear a certain trader is now willing to give you Welding Masks, if you've got what he needs in return.
  • Added some new paint to the Trader deposit box.
  • Throwable Nets now salvage into paper scrap, if you really want to get rid of them.
  • A few key enemies will now always drop their gib loot, instead of bio scrap.
  • Added drop-shadow to text chat to improve readability.
  • Grenade weights are now better balanced across all grenade types.
  • All items now take only 1 of their Repair Item to repair, instead of several. We are working on more repair improvements but they will be bundled together in a general repair quality-of-life update.
  • Empty liquid containers no longer show red in the item slot background, because this was misleading players into thinking the item was broken, instead of just empty.
  • Sneaking XP is now a bit easier to gain, is gained at a faster rate and from further range.
  • Lime Paint, Green Paint, and Carapace Arm armor recipes are now obtainable. You may find some new items associated with these recipes, but they're probably nothing to pick up your quill and write home about.
  • The initial welcome and analytics opt-in screen has now been localized for all available languages.

[h3]World Changes:[/h3]
  • Officer Warren has insisted on installing a 30-second auto-open timer on the Level 2 Security Office shutters, please let him know how you feel about that.
  • IS-0018 should no longer have a chance to break when packaging it. We still don't recommend packaging it.
  • Some researchers have reported IS-0018 reappearing in its containment cell after it has been moved or destroyed. Someone should check that out.
  • A certain door by the Synchrotron will now unlock after the ███████████████ event, making it easier to access the room. Frake apologizes for making you walk all the way around. Who knew she had the keys the whole time!
  • Some previously non-interactable water in the Labs is now interactable.
  • A previously inaccessible vent near the Enders Containment Block is now accessible.
  • Some GATE staff may have carelessly left a sledgehammer aboard IS-0138.
  • A shipping container in the Induction Wing is reported to have contained some mining equipment, for those on the hunt for a new pickaxe.

[h3]Dedicated Server Changes:[/h3]
  • Plants and other items will no longer decay when no one is present on the server. Plants will still grow for a time, however, and may need water when scientists return to their crops.
  • Reduced some logging spam and improved our ability going forward to provide good log data to server hosts.

[h3]Bug Fixes:[/h3]
  • Updated some voice lines on certain Order enemies, mostly around connecting them to the correct volume sliders.
  • Filled a few holes in the Wildlife Pens.
  • Metal Bucket now has proper metal bucket texture. Who would've thought?
  • Fixed a logical issue that could cause sinks to not refill properly over time, as intended, under normal settings.
  • Fixed the AA setting not actually setting AA unless visiting a terminal.
  • Fixed an issue affecting the drop rate of Order weaponry.
  • Wherever the Wristwatch's watch-face was running off to, we think we've resolved that problem and it should remain happy and content where it belongs - on your wrist.
  • Hovering over the little blue-purple (blurple?) icon on recipes now works again and will display a helpful tooltip.
  • The Breachers will now cough up their shotguns, helmets and other belongings, if you force them to.
  • Deployed signs can no longer be used as bridges. If you have any bridges made of signs, no you do not.
If you are interested in KNOWN ISSUES, click here.

Thank you all once again for enjoying your time in the GATE Cascade Research Facility!

The feedback you have all already provided has been immensely helpful, as have all the bug reports and suggestions, keep it up! Please also keep helping each other out in the community, it has been amazing to see how welcoming everyone is. Thank you from the bottom of our volumetric flasks.

Onward -- to science.

New Half-Life inspired survival game gets off to great start on Steam

Half-Life 3 remains likely little more than a glint in Valve's eye. The series' influence can be felt across the industry, however, and no more so than in new survival crafting game Abiotic Factor, which launched just this week via Steam Early Access. The charming newcomer from Balatro publisher Playstack blends that late '90s aesthetic and a huge facility packed with all manner of weird and worrying experiments with its own twist on co-op survival, and it's already off to a shining start.


Read the rest of the story...


RELATED LINKS:

Abiotic Factor will helpfully put your corpse in the cafeteria

Chaotic Half-Life co-op survival sim slips into early access

Half-Life style survival game is such a hit the demo is staying live