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STATUS REPORT #7: Worth the Weight

[h3]Greetings esteemed colleagues,[/h3]

Spooky season is here and we hope you’re enjoying it! We’ve got more developer insights and game mechanics to share with you this month, so grab a gourd flavored food item and strap in.

[h2]Worth the Weight[/h2]

If you’ve got frail human bones you probably also have wimpy human muscles, so it’s a perfect time for us to talk about how Armor Weight Class will function during your journey into the depths of the Facility and worlds beyond!

Through crafting and the occasional lucky loot, scientists will get stronger armor over time as they progress. Stronger armor is often heavier and wearing heavy armor slows you down - but exactly how much are you slowed?

To solve the challenge of creating a balanced and rewarding armor system, we’ve introduced Armor Weight Class, which as it sounds, calculates the total weight of armor and places you into a weight class. Weight Class primarily affects your base movement speed, meaning heavier armor will slow you down, and less armor will return you closer to normal.

Since this system can involve a bunch of numbers (and let’s face it, numbers can be a little misleading) we’ve created a handy UI diagram that gives you your weight class at-a-glance!

Keep in mind our UI is all a work in progress and may change and improve between now and release.



As you can see, the Chef Hat, which also offers no armor, doesn’t affect your weight class, but if you equip a full set, even a stronger, lighter armor set like the Carapace armor, you might find your trip to the kitchen a little cumbersome. And that’s okay, the benefits are generally… worth the weight.

As a general rule: the earlier in your adventure you can find or craft something, the less it weighs and the lower armor values it might have, though there are some exceptions to this with so many varieties of protection to find. A lead vest offers little protection, but it weighs a lot. Is it worth it, in a pinch? Probably! Even wearing something like a Hazmat Suit might slow you down a bit, especially with heavy armor worn underneath.

Now that we understand the connection, let’s get specific! As you can see in the UI image above, Weight Class has four levels of impact; no impact, light impact, moderate impact, and heavy impact. As a small quality of life note, no matter how heavy your armor is, your base speed can only get so slow before it “bottoms out.” So once you’re very heavy, you’re very heavy. We won’t turn you into a complete snail – as long as your inventory isn’t full of anvils or something!

Peep your little science eyes in the top right of this GIF to see the Weight Class UI in action.



[h2]Deep in the Field[/h2]

For this week’s installment of talking to the team, we’re gonna go look at beep-boopin’ servers, strange beings from who-knows-where, radioactive items, and more!

[h3]Kecko, 3D Artist[/h3]

Drills!

Tired of assembling furniture with a screwdriver? Well, not yet, because the game isn’t out. But one day, you might. Anyway, we have a solution! Upgrading your building tool is a crucial part of optimizing your journey.

The drills were a lot of fun to concept and bring to fruition, and some of the first assets I created on my own from start to finish, from concept to final mesh and texture. I think the drill made from a tape gun and a hand drill is my favorite of the three.
Pies

Nothing like a sweet (or savory!) treat to put you back on your feet. There are plenty of pies to make - assuming you’ve teched up into Ovens - which are crafted from all kinds of foods you might find or grow.

Making the pie really tested my modeling chops. It was tricky to assemble it in a way where each slice comes together to make a part of the whole without having weird gaps, mainly because of the lattice crust. The process was probably not entirely dissimilar to how you make the lattices on a real pie.


Explosive Sledgehammer

Only a brilliant scientific mind would think: "I should place a landmine on the end of a sledgehammer." This beast of a weapon and miracle of science is somehow relatively safe to use. I really like the dings and burn marks to indicate (explosive) wear, as well as the general construction of the head.


Server Rack

The server rack was a lot of fun to paint. The cables were tricky to get looking right, but I think I did a pretty good job on the drive-bay CRT. You tell me! The blinking lights really make this piece pop, and it looks awesome inside the glow of a server room - and we have a lot of those in the facility! Some of our process involves painting over real world examples to achieve our stylized retro look. This was one of my first forays into painting over photographs as part of my texturing process.

[h3]Jenny, Tech Artist[/h3]

Crystalline Chaos

While we first described this effect as “confetti” in a joke-like manner, it’s turned into anything but a joke. The [REDACTED] has a vicious projectile attack, emitting a burst of confetti-like fragments accompanying the main purple “laser” effect. It’s become quite the deadly spectacle, with a hint of twinkling afterglow…
Underwater FX

Quite possibly my favorite – and possibly most scary – effect this week: Underwater Post Process effects! I think the GIF speaks for itself. Big otherworldly fish not included. Not in this status report, anyway.

[h3]Jacob, Programmer[/h3]

Radioactive Items

I added support for items to emit radiation, whether it's on ground, in a container or even held by an unfortunate scientist. This can be mitigated by special gear and containers that shield the radiation. It gives an extra challenge and choice in co-op play, where the group must decide who’s the poor soul that has to hold the spicy power cell.

Luckily, refrigerators block a bit of radiation too, so all that stored up alien meat won’t make your kitchen the deadliest place to be… most of the time.

[h3]Jorden, Level Designer[/h3]

When moving between sectors, we wanted to show a clear change in the environment, for example giving the deep labs that “Big Science'' feel, opting for more curvature and a bit of a “Have I been abducted?” sort of vibe. You can also tell the higher up (or deeper down?) scientists have had a bit of a budgetary surplus, complete with artificial daylight and taxidermied denizens of some other world.

[h2]In Case You Missed It[/h2]

[h3]Vehicle Dev Vlog[/h3]
Vroom vroom! In this dev vlog we talk about vehicles. Find out how to get yourself forklift certified in ABF!

[previewyoutube][/previewyoutube]
[h3]Abe Gets Sick[/h3]
There’s a new Watercooler short inspired by good old game conventions. Unfortunately I can’t embed YouTube shorts. Here’s a link instead: Abe Gets Sick

[h2]Stay Tuned[/h2]

When you descend into the GATE Cascade Research Facility you’re going to be facing a lot of unexpected challenges. Follow these Status Reports for tips, insights and strategies to keep you safe, as well as fun looks-behind-the-scenes at development!

We plan to continue doing these about once a month, with lots of surprises in between.

You can also subscribe to our Newsletter to keep up-to-date on news about Abiotic Factor, and gain exclusive access to testing environments. Oh, they’re coming.



[h3]Wishlist Today![/h3]
https://store.steampowered.com/app/427410/Abiotic_Factor/

See you next time, Scientists!

You can also join us on Discord!

STATUS REPORT #6: Laser Time

[h3]Greetings esteemed colleagues,[/h3]

We’ve returned from Gamescom, full of bratwurst and renewed energy! We had a fantastic time meeting people in the Indie Booth Arena, and to anyone reading this who was there, hello! Thanks for joining us! Let’s celebrate with a look at one of the many systems you'll use to survive - or thrive - in Abiotic Factor!

[h2]Stop! Laser Time.[/h2]

Lasers! A foundational pillar for some of the coolest sciences - is science without lasers really even science at all? Use lasers in the GATE Cascade Research Facility for bouncing, splitting, charging, burning, powering… and looking cool, to name just a few applications.



You’ll likely be three-hundred times more creative than we are, but here are a few inventive ways the team has used them:

On at least one occasion, we’ve used them as a security system because when something moves in front of the beam, you’re able to see it cut out and you can use that warning to prepare to fight or flee. The laser beam might also soften them up a bit first, since it burns quite hot.



Make a laser fence! Nothing can get past the laser fence! Well, technically things can, but they wouldn’t have a fun time doing it!



We’ll get more in depth about the laser system in a future dev vlog, where you’ll see bouncing lasers and some more ways that lasers can be used to power, defend, and destroy. The laser katana, however, remains shrouded in mystery. For now.

[h2]Deep in the Field[/h2]

While part of the team was off gallivanting at Gamescom, the rest of the team was hard at work getting new content prepared for our next internal milestone! Now, let’s hear some words from them about the latest and greatest developmental endeavors…

[h3]Jacob, Gameplay & Systems Programmer[/h3]

Heat System 2.0



Our hot n’ cold system (which we call the Thermal System internally) received a major update, which now supports a wide range of heat sources affecting the character all at once. Placing down multiple heaters can now keep you warm in the most extreme temperatures, and can even cook food given enough heat.
… Or maybe it might just burn it to a crisp.
NPC Radio



Walking away from an NPC will now start broadcasting what they’re saying over the "radio", with some real nice fade-in fade-out audio effects as you move further away. This has been a major improvement in co-op because now your fellow scientists don't miss out on any of the story if they’re far away when an NPC begins its dialog.
Quick-Use on Items



Previously using items from your inventory would require you to move them to the hotbar before using them. This was of course a UX disaster, and took up precious real estate space for your most-used items. To fix this, we made items no longer require an actual hotbar slot to be used, so you can now eat or drink any (edible) item in your inventory, and even place down deployable objects without affecting your carefully-arranged hotbar.

[h3]Jorden, Level Designer[/h3]

Pipes, Pipes, and More Pipes
I spent a good bit of time cleaning up some of our most-graybox intermediate hallways, particularly hallways that introduce a new sector to the players. It's satisfying to see a simple graybox corridor turn into a believable space.
Along with making the spaces look visually interesting, having it play well with our mechanics is the real meat and potatoes. Getting a space ready for playtesting takes a bit of time, since a lot of the scenery, props and furniture, are real interactable items that need to exist for the players to loot, dismantle, and use for their scientific aims.

[h3]Kecko, 3D Artist[/h3]

Battery Charger



This is a special one to me. I made it for my art test to join the team, and it was as fun as it was stressful. I crammed as much detail as I could into this asset, and I think it turned out really well. I used my experience from making assets for mods on the original Unreal (1998). Texturing the front was a lot of fun, including all the small symbols, it was an interesting challenge at the time.
Portal Toilet



This one is utterly ridiculous, and my entire philosophy while making it was. "It should feel like you're piloting a spaceship just to take a dump." Looks way cooler than it has absolutely any right to and I think I heard somewhere it’s powered by lasers? I wanted it to have all sorts of access panels and pipes, but the most fun part was definitely doing the monitor… And no, we’re not allowed to talk about where it leads.

That’s all for this week’s scientific analysis of Abiotic Factor development!

[h2]In Case You Missed It[/h2]

[h3]New Dev Vlog![/h3]
We’ve had a lot of questions regarding guns in Abiotic Factor, so we made a dev vlog as an answer!

[previewyoutube][/previewyoutube]

[h3]A New Trailer![/h3]
This was featured in our last news post but just in case - we have a new trailer!

[previewyoutube][/previewyoutube]

[h2]Stay Tuned[/h2]

When you descend into the GATE Cascade Research Facility you’re going to be facing a lot of unexpected challenges. Follow these Status Reports for tips, insights and strategies to keep you safe, as well as fun looks-behind-the-scenes at development!

We plan to continue doing these about once a month, with lots of surprises in between.

You can also subscribe to our Newsletter to keep up-to-date on news about Abiotic Factor, and gain exclusive access to testing environments. Oh, they’re coming. More info on the playtest schedule, soon.



You can also join us on Discord!


See you next time, Scientists!

[h3]Wishlist Today![/h3]
https://store.steampowered.com/app/427410/Abiotic_Factor/

🧬 New Playtest Sign-Ups Open 🥼



Greetings esteemed colleagues,

[h2]BIG NEWS TODAY!🎉[/h2]

Today, during the Future Games Show we revealed a brilliant bit of chemistry in this brand new trailer for our game!

[previewyoutube][/previewyoutube]

[h3]🧪WE HAVE A PUBLISHER![/h3]

We’re very happy to announce our publishing partnership with the big brains over at Playstack known for previous hit titles such as Mortal Shell, The Entropy Centre, and The Case of the Golden Idol!

We're thrilled to be working with them on getting Abiotic Factor into your hands early next year!


[h3]🥼PLAYTEST SIGN-UPS OPEN![/h3]

Want to playtest Abiotic Factor before release? If you signup for the new newsletter then you will be automatically included! Everyone can sign up now at AbioticFactor.com to be first in line for when the playtest opens later this year!



We’re rather curious to see what sort of crazy science the community comes up with, and we’re keen to hear your thoughts on… well, everything we’re building down here in the GATE Cascade Research Facility! These are very exciting times for us as a team and we’re so happy to be able to share with you these first important steps towards launch!

Yours in science,
The Deep Field Team (now with 100% more Playstack!)


STATUS REPORT #5: Sickness & Health

[h3]Greetings esteemed colleagues,[/h3]

It hasn’t been that long since our last Status Report, but we already have a ton of stuff to show you!

[h2]A tablet a day keeps the radiation at bay![/h2]

Or something like that.

As an employee of the GATE Cascade Research Facility, you’ve got a PhD… probably. And as a doctor (of something) you know health is important. But that won’t have prepared you for the insanity that’s broken out in your workplace and caused less-than-ideal hygiene conditions.

Luckily, we have some tips for how to avoid (and treat) sickness and disease!

Is your food raw or rotten? Don’t eat that! Or there will be consequences.



We hope this goes without saying but, if you want to avoid getting sick, try to avoid your co-workers’… sick. But if for some reason you find yourself in the line of fire,” hunt down a water source to rinse yourself off.



Frequenting an irradiated zone? Wear some protection or pop some iodine. And be sure to keep in mind where you’re sourcing that food from. Is it from space? If it’s from space, it’s probably got some radiation on it.


Careful with that space food.

And now, before anyone gets sick of this topic, let’s hear from our developers about their work!

[h2]Deep in the Field[/h2]

Here’s a few words from our team about their latest endeavors!

[h3]Kecko, 3D Artist[/h3]

I'm really happy with how the security cart turned out, I especially like the diamond-plated metal parts.

I was rooting around in my big ol’ folder of ancient stock textures when I came across some scuffed up diamond-plated metal and thought: "Perfect, time to turn this into a brush." The storage compartment was also a fun detail. It adds a bit of depth to the model and makes the side seem a little less barren!

I've got some armor sets too!

Security Armor

I'm really happy with how this set turned out! The helmet design is a lot of fun with the half visor, and I think it hits a really perfect mix of clean and tactical. I love how chunky and bulky it is with our style, and I imagine it's a pretty cozy fit too… if a bit warm. Definitely isn't going to make a scrawny scientist into a soldier, but it might make you feel like one.

”Forge” Armor

I love the texture work on this one, and the faceless nature of having a huge welding mask on makes me feel waaay more confident than I should be, just a big buff construction dude smashing heads! Utterly fear inducing.

Hazmat Suit

Not as fancy as some of our armor, but man it feels cool being all suited up in this thing. It was a lot of fun making all the folds and wrinkles, really adds to the baggy look. The blue stripes also add a nice splash of color, and the way the visor catches the light is a lot of fun.

[h3]Hailey, Level Designer[/h3]

This place we call the "Fusion" underground, for reasons we can’t quite share yet. A dark, radioactive hellscape - this space has a unique feel compared to elsewhere in the GATE Cascade Research Facility.



Designed around a central fusion reactor (of sorts), this level has players traversing through a range of inhospitable areas, roamed by volatile aliens, corrupt machines, and the haunting presence of a mysterious third-party. As my first major area that I “owned” as a level designer, I worked on the layout plans, through to the completed greybox. It is extremely rewarding, and I can’t wait to reveal more of the Fusion underground in the future!


[h3]Jacob, Gameplay & Systems Programmer[/h3]
Batteries

Batteries are a new powered deployable that can hold a charge, so you can power your base when night comes. You can also adjust their behavior to work in the day or night, or on a timer.



Food spoiling Food spoiling is a new system that slowly degrades perishable over time. To start off, we're using this system to turn raw/cooked food into rotten food if it's left on the ground or in a container for too long. You’ll be able to slow this down using a fridge, or if you’re feeling real creative, maybe just keep your food in a regular ol’ crate, but store that crate in a very snowy portal destination…



The system can also be configured the other way around, e.g. coffee goes cold unless it’s kept in a hot container. In the future, we can even use this for non-food items, maybe in the Reactor sector (the what?), where you need to keep items at a certain temperature or…



VOIP VOIP is pretty straight forward, alongside text chat we also want to support voice chat. Currently it's global voice chat but my hope is we eventually change it to proximity voice, complete with flappy mouth-holes. Overall I'm quite happy with the initial implementation, but sometimes it breaks and player voices become cursed. We’ll probably fix that by launch.



[h3]Connor, Art Director[/h3]
We’ve recently integrated third person animations (what other players see when your character performs an action) for several common actions, to bring much more life to your fellow fanatics of science, and better readability to what your teammates are doing. ABF is a social game where you’ll want to coordinate with your team. We want you to be able to look over at the other players and know what they’re doing without having to ask.



Seen here are some eating, crafting, and rooting around in your backpack. Gone are the days of standing around in the base asking your friends what they are doing, now you can see them doing it!

We also have an animation coming up for holding your backpack out for others… I wonder what that’s all about?


Thanks, Team! We’ll catch up with you even more in the next Status Report.

[h2]Also tracers and muzzle flashes pewww![/h2]

You work in a lab, you’re not the most proficient when it comes to firearms. But it does make sense that you’d be able to invent one! So we’re working on that now.



[h2]Stay Tuned[/h2]

When you descend into the GATE Cascade Research Facility you’re going to be facing challenges you won’t expect. Follow these Status Reports for tips, insights and strategies to keep you safe as well as fun looks-behind-the-scenes at our development!

We plan to continue doing these about once a month, with lots of surprises in between.

You can also subscribe to our Newsletter to keep up-to-date on news about Abiotic Factor, and gain exclusive access to testing environments. Oh, they’re coming.

[h3]Wishlist Today![/h3]
https://store.steampowered.com/app/427410/Abiotic_Factor/

See you next time, Scientists!


You can also join us on Discord!

STATUS REPORT #4 - What Time Is It?

[h3]Greetings esteemed colleagues,[/h3]

This month we’re coming to you with major announcements, as well as adding a brand new Behind The Scenes section to our Status Reports where we look at recent contributions from the Deep Field team!

But first…

[h2]Future Games Show[/h2]

On August 23rd (so soon!) Abiotic Factor will be appearing in the Future Games Show at Gamescom with a brand new gameplay trailer! Tune in live or keep an eye out for it on our Steam store page.



You can tune in to the Future Games Show at Gamescom on Wednesday, August 23, at 11am PT / 2pm ET / 7pm BST / 8pm CEST.

[h2]Do You Have The Time?[/h2]

Time is an integral part of life at the GATE Cascade Research Facility, so you’re going to need a way to keep track of it. That’s where your handy dandy wristwatch comes in!

Worried about getting caught out of your base after dark? Just check your watch before nightfall! Need to know the day of the week or monitor the ambient temperature? How about a little compass-y help for the directionally-inclined?

Your state of the art digital watch has all those features too! Time may not be on your side, but you can at least even the odds a little...



And for those of you hoping to go more retro with your timepiece, exploration of certain vignettes can prove most rewarding. Keep that thought in your pocket.

[h2]Deep in the Field[/h2]

We checked in with some of our fantastic artists who wanted to share some of their favorite pieces from the past month or so.

Kecko, 3D Artist

I've been super duper happy with how the Robot Charging Pod came out. It's been a lot of fun to work on, and it has a lot of little mechanical details, which I love to make. I took inspiration from the older Mechwarrior games and Battletech for some of the electronics and the mechanical details, as well as Unreal (1998) for the general way I shaded and faked the depth of the texture.



“Look, it’s true we’ve had some issues, but here’s the thing - it’s a security bot. You want ‘safe’, you want ‘zero harm’? Build something else. It keeps the facility clear at night. We just need to fix a few bugs, then it’ll be ready to protect malls, airports, even schools.”
~ T. R. Enderson - Immurement Manager

Jenny, Tech Artist

There's quite a few things I've been working on that I'm really proud of, but I think the Peccary Charge Blast FX is currently my favorite. The blast ability bears a resemblance to the Exor Monk's Shockwave, with a touch of extra brutality, as it emanates straight from its skull. The addition of a distortion after effect ties everything together, displaying the deadliness of its power.



Connor, Art Director

Disclaimer, our Art Director is very busy so I, Anonymous Blog Dev (definitely not Criss), will be standing in for him this round.

Hi, I’m Connor! I do art and the polygon stuff! Recently I created the models for several of our crafting bench upgrades and they look super cool and make their unique uses and bonuses apparent to the player at a glance.

That’s probably what Connor would say if he were here.



[h2]In Case You Missed It[/h2]

[h3]Interviews from the Archives[/h3]
We’ve started a new series of videos, interviews direct from the GATE Archives! Join Abe and Janet to learn more about the Immured Subjects (IS) kept within the Facility, as well as Immurement Candidates (IC) – otherwise known as the ones that can’t be contained… Yet?

[previewyoutube][/previewyoutube]
[h3]New Dev Vlog![/h3]
Dev vlogs are back! Come see the latest one where we learn to get defensive.

[previewyoutube][/previewyoutube]

[h2]Stay Tuned[/h2]

When you descend into the GATE Cascade Research Facility you’re going to be facing challenges you won’t expect. Follow these Status Reports for tips, insights and strategies to keep you safe as well as fun behind the scenes look at our development!

We plan to continue doing these about once a month, with lots of fun surprises in between.

You can also subscribe to our Newsletter to keep up to date on news about Abiotic Factor and gain exclusive access to testing environments. Oh, they’re coming.

[h3]Wishlist Today![/h3]
https://store.steampowered.com/app/427410/Abiotic_Factor/

See you next time, Scientists!


You can also join us on Discord!