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Fractal Space News

Update 0.594 is LIVE!

Hello, dear Fractal Space players!

After a large amount of work and time, the latest major update 0.594 for Fractal Space is now live on Steam!

This update brings a crazy amount of bugfixes, improvements and new changes, and a completely new introduction sequence to the game!

Currently, this update is only for Pre-Alpha players. The Public Demo on Steam and Xbox will only be updated in a couple of weeks - after the major issues have been fixed in the new changes and the new intro.

Players awaiting for a Steam Key: You will receive within 1 or 2 weeks, most likely after the next update is live, once major issues with this update are fixed.

Please click the !Reset Save! button in the Main Menu to reset your save and avoid various bugs with the new changes - At least, starting a New Game is strongly recommended.
CHAPTER 0 | Introduction

The new introduction for Fractal Space on PC is now finally ready!

Even though it feels like a short introduction, it was a significant amount of work to have this first functional version.

[h2]IMPORTANT | Notes[/h2]
  • Please start a fresh New Game without Speedrun Mode and Cutscenes enabled, to see the new intro!
  • None of your Abilities are available during the introduction (intended)
  • Debug Mode is not allowed in Introduction (intended)
  • Custom FoV is ignored and NOT applied throughout the introduction sequence. This is intended, and will not change. It is only then correctly applied to desired value after the intro is finished.
  • There are no checkpoints in the introduction scene (intended, it’s very short)
  • There is a point in the introduction sequence, from which the “Restart” chapter button is temporarily unavailable (greyed out). This is intended, and it is restored again after the intro is finished.
  • It is intended that it’s not played when starting a New Game+, and start directly in Chapter 1.
  • Chapter 0 is entirely skipped in Speedrun Mode (because it does not impact Leaderboards, and contains 1 unskippable cutscene)
CHAPTER 1 | New Dialogs

This update contains many changes to Chapter 1's dialogs:
  • Most of the dialogs of Chapter 1 have been re-recorded from scratch, many were entirely re-written too. They are now of much higher audio quality, with better audio equipment.
  • IG’s voice now feels more like it is coming out of a speaker in the room, or a communication device (intended).
  • In general, the acting is also improved for most lines - some are still not good though, and we’ll improve them over time.
  • Many more dialogs are now different in New Game+. Since most of them are not played in Speedrun Mode, it’s recommended to play at least once NG and NG+ with Speedrun Mode disabled in CH1 (no changes in later Chapters yet) to hear them / check for bugs / subtitles issues.
  • Note of a story change: the character (you) is meant to “remember more” in NG+ compared to previous versions and Pocket Edition, this is also intended.
  • The last rooms of Chapter 1 (after the second lift) still have older dialogs, and some that are silent, please ignore those, because we didn’t have time to work on them yet - and there are planned changes at the end, that aren’t done yet.

Next Chapters’ dialogs will come later, as they will all also be re-written and re-recorded.

NEW

Let's talk about the new features and options that were added in this update.

[h2]LEADERBOARDS | In-Game Page[/h2]
Finally! The game now has full support for in-game Leaderboards page! You can now check your Rank, Top 10, Top 50 and Top 100 of each Chapter, and the entire Cycle!



In addition, gamepad navigation is fully supported on this new page.

When this new page has been tested and all potential bugs on this new system are fixed, there will be a Leaderboard reset for all Chapters, and anti-cheat systems to avoid uploading scores from older versions of the game, and more - but this isn't the priority for this update.

[h2]CHAPTER 1 | Recordings & Tablets[/h2]



Picked-up Recordings for the first Chapter have been re-recorded for better quality and acting as well. There are now also 3 new Recordings to pick up in Chapter 1!

New Tablets were added in the first Chapter as well. We'll let you find them :)
Some Tablets now have a different text in New Game+, so it might be worth to revisit them!

[h2]CHAPTER 1 | Accessible Rooftop[/h2]
The rooftop above the Taser Room is now meant to be fully accessible (only in New Game+), when going to pick up the Taser, and when returning back from it. No buggy / forced skips should be possible:



Future updates will add more challenge to reach the item up there.

[h2]CHAPTER 1 | Lockdown Area[/h2]
After getting the Taser, the room where you get the first Taser Ammo Pack ever has changed slightly, when you return to it on your way back (the lockdown moment). You’ll see ;)



In addition, IG will now react to activating the button manually instead of shooting at it (it's intended to be possible, but not the main path)

[h2]WATER | Option & Optimization[/h2]
A new Water Quality option has been added. Default is Maximum, which enables dynamic reflections on Water. Setting it to Low disables the water reflections and other effects:



This allows you to disable environment dynamic reflections by setting Reflections to Medium (Static reflections only) or “Disabled”, but keeping dynamic reflections on Water by keeping Water option to Maximum separately. Maximum setting is quite expensive, but much less expensive than general Dynamic environment Reflections settings (as there are less water areas regular reflective areas).

In addition, dynamic water reflections (Water setting at Maximum) have been significantly optimized compared to previous versions of the game. Various rendering artifacts causing objects to blink / disappear in water reflections were fixed as well.

[h2]240 FPS SUPPORT | Framerate Options[/h2]
This update adds official support for 60+ Hz monitors, and a Framerate Option, which can allow to disable V-Sync.

[h3]240 Hz Screens[/h3]
The game now supports all monitor refresh rates! If you have a 75, 144, 240 Hz monitor, and a gaming GPU that can run the game above 60 FPS, you should feel the difference:



Monitor maximum refresh rate is automatically detected and the monitor’s refresh rate is used when starting the game.
Note: It is recommended to keep Reflections to Medium, Decals at Low / Medium to reach higher framerates (Dynamic reflections is the most expensive setting)

[h3]Framerate Option & V-Sync[/h3]
You can now cap your framerate to a lower value than your monitor refresh rate:

In which case would you do that? If you have an older PC, and rarely hit 60 FPS on a 60 Hz monitor, it might be a good idea to limit it to 50 FPS, for example.



This will avoid substantial changes in framerate, and will automatically disable Vsync, which will slightly increase performance - so it might help to try and keep this framerate. Since the framerate is capped to that selected value, you will not experience screen tearing even without Vsync.

Vsync is always enabled if you select your monitor’s refresh rate as a framerate cap (max value). Otherwise, you are bound to experience screen tearing if you ever reach 61 FPS, which is bad for everyone's experience.

Unlimited framerate is not an option, as it will not have any advantages to go higher than your monitor’s refresh rate for this game, and will only introduce screen tearing and various other issues, and could result in potential exploits.
If you wish to simply disable V-Sync while still targeting max framerate, simply select the second-to-last maximum framerate option - it will disable V-Sync and sure no screen tearing will happen (best of both worlds), as the game will remain 1 FPS below than your monitor's refresh rate.

[h2]DYNAMIC REFLECTIONS | Rework[/h2]
The Dynamic option for environment Reflections has been completely reworked in order to improve their overall visual quality, reduce the blur and associated jittering:



They also are now greatly optimized compared to the previous versions. Even with these optimizations, it’s still the most expensive option in the game, and is built for dedicated gaming GPUs, so do not expect to play smoothly on an old PC, or non-gaming laptop with integrated graphics.

They still cannot be perfect in all situations and have some artifacts in some angles; but it’s much better than previous implementations ;)
Note: They are now meant not to be present on all surfaces. It is normal that you’ll find various areas where you cannot see any Dynamic Reflections (intended for either performance reasons, or because they have not been implemented in this room yet, and sometimes because they would simply be too distracting).

[h2]VENT FANS & DYNAMIC LIGHTS[/h2]
  • Shooting a dynamic light (blinking / color changing ones) will provoke it to flicker a bit temporarily (not the fully static ones, and this is intended. It’s acceptable as this is only a small cosmetic detail)
  • Vent Fans: Shooting vent fans will provoke them to stop spinning / jitter temporarily

[h2]ACHIEVEMENTS[/h2]
A few new Achievements were added in this update:
  • New Achievement added for the very first room, only possible in New Game+. Won’t be detailed here to avoid spoilers, but you can see it after playing the new introduction, on the game’s page on Steam / Achievements.
  • New Achievement added for completing Chapter 1 while shooting only 1 Switch (the mandatory one during the Tutorial). Only possible in NG+ with upgrades (to my knowledge!).
  • New Achievements added for finding Tablets. They cannot be all completed yet, because not all Tablets are in the game yet (intended).
  • Stats: Current Chapter stats in New Game+, and Chapters page, now display Tablets found, and are taken into account for Chapter Completion %.


[h2]LIGHTING | Improvements[/h2]
Most “light band highlights” on walls and grounds (blue, red, etc), now emit a faint (non-dynamic) light to surrounding objects:





It remains mostly visible in dark areas and corners, and adds a bit to the atmosphere and feels more realistic:



CHANGES

This update contains various changes - we'll list the most important ones here.

[h2]LOCALIZATION | Update Shortcut[/h2]
  • Localization: Dynamic update of Localization has now been changed to Left Shift + L key combination
[h2]LEVEL | Changes[/h2]
A non-exhaustive of various Chapters changes:
  • Chapter 2: ‘Don’t look down’ laser fall: Last blinking lasers are no longer instant-kill, meaning you can now survive them if you have enough health. This might be reverted in the future, but if so, it will have many more lasers to make it understandable that you cannot survive them.
  • Chapter 3: Terminal Override (musical hacking): Since the latest change (that made it harder by only failing when all 5 notes have been pressed), too many first-time players are stuck here. Piano notes sound quality and accuracy has been greatly improved to help with this. In addition, the first note now always fails instantly if it is wrong, to at least give away the first base note.
  • Chapter 4: Train Ride: Many of the challenges no longer allow you to simply fall below to skip them - it made it too easy, especially while speedrunning:
  • The ones in which you still can simply fly below, are still allowed, but most now require you to play then normally even while speedrunning - which makes it harder (intended). In addition, a few new changes were made to the Train Ride rooms. If you resume your saved game from the previous update without restarting Chapter 4 entirely, you will have various invalid bugs - please restart Chapter 4 from the start if you are not starting a New Game or not resetting your save.
  • Chapter 4: The Secret Passage area is now a fully enclosed, darker area (as intended).
[h2]JETPACK | Balancing[/h2]
The latest update introduced smoother jetpack movement.

However, it was a known issue that the first few seconds of jetpack rise were too powerful.

It has now been reduced, in order to both feel smoother and prevent exploiting to jetpack almost indefinitely (as the jetpack rise of the first few seconds was too powerful, you could chain the jetpack and fly for much longer than intended).

[h2]PROP FLYING[/h2]
Tablet Surfing / Cube Surfing / Prop Flying exploit (not really a bug per-say) has been present for a while, as it’s a complex one to solve. Finally, it has now been drastically reduced.

The idea behind this change is that Cube Surfing / Prop Flying should no longer be easy to perform to skip mandatory puzzles / challenges in New Game for a new player.

A Cube below your feet will still slow down your fall (intended), but won’t allow you to jump higher from it anymore.

In addition, whenever you try to perform it (or successfully manage to), the Cube will now be properly pushed downwards (as it should, because you are in fact, “kicking it down”), thus preventing you from chaining it easily.

This change should prevent many illegitimate skips in New Game.
Note: You can still perform it ‘easily’ if the cube currently has an upwards vertical velocity (intended).

[h2]TUTORIALS[/h2]
  • All tutorial visual skins have changed for better readability.
  • Movement and Look Around tutorials are now present only in the intro, and only displayed if the player has not looked around or moved after a few seconds upon taking control in the intro. It is not a bug that they are no longer displayed in Chapter 1, and intended that they are never seen if the player knows how to move / look around on his own (the case of most players).
[h2]OTHER | Changes[/h2]
  • Flames: Flames now push Cubes that are in the way (intended)
  • Crosshair: Center crosshair is now hidden when the player is carrying any object (intended)
  • Respawn: Cycle and Iteration now displayed at every death, even if cutscenes are disabled / Speedrun Mode is enabled
  • Speedrun Mode: Speed is now correctly updated while in Zero-Gravity
  • Skip Cutscenes: The “Skip” button has been moved to the top-right corner of the screen, to avoid interfering with subtitles readability. It is now also automatically hidden after 5 seconds.
  • Terminals: Upgrade Terminals and Room Control Terminals now show Sign in instead of Activate when looking at them.
  • Heal / Reload: Request to reload Taser / Heal while nothing left in the Backpack and Health / Ammo already full,, will now show “No healthpack” / “No Batteries” instead of “Health Full / Ammo full” (intended)
  • Health / Taser Backpacks: Moving naturally from a Chapter to another, will keep the current items from the previous Chapter (Health/Taser backpack count), but will properly be emptied if starting any Chapter from Chapters Page, or starting New Game / New Game+ (intended)
  • Performance Mode: Enabling Performance Mode now also reduces the quality of Dynamic Lighting on Recordings.
  • Code Changes: There has been many code changes to ensure many time-based events / User Interface animations / tutorial, etc are now fully independent from the time slowdown provoked by Hyper-Speed. For example, before this update, enabling Hyper-Speed while a Tutorial was displayed, could cause it to remain displayed for 30 seconds instead of 3 seconds. This was considered minor, but could cause other bugs that could end up being major. Most, if not all, important code is now independent from Hyper-Speed time slowdown (as intended).
BUG | Fixes

A large amount of bugs were fixed in this update - more than what will be listed here, but here's the list of the most important ones. Note that most in-game reported bugs should now be fixed as well.

[h2]LEVEL | Fixes[/h2]
Here are the major bugs fixed in specific Chapters:
  • Chapter 1: Various relocation fixes have been made. The relocations for Taser Room have been modified to avoid certain skip/exploit situations (could sometimes relocate next to “first 2 cubes & laser cages room” instead of inside Taser Room, etc). Should now be fixed for all Taser Room relocations.
  • Chapter 2: Bridge Puzzle: If you were to instantly request Last Checkpoint within 1s after solving it, you would remain stuck in the Bridge Puzzle interface. Good find! It used to be a bug that could happen “often” and was fixed, to only be possible in that small timing window. Now it should be fully fixed!
  • Chapter 3: Various vents now open faster & earlier, to avoid getting slowed down by them while speedrunning.
  • Chapter 4: Train Ride: Various visual bugs (missing objects when backtracking) have been fixed. Maybe some still remain, to be tested. Various collision bugs were also fixed.
  • Chapter 4: Progress Room: If you were to go through the window of Progress Room (as intended), then went back up outside to the roof, you could then drop down into the Cameras room too early (not intended), and be stuck without the Hyper-Speed Suppressor Generator present. Should now be solved:
[h2]GAMEPLAY | Fixes[/h2]
And now, here is the list of most important gameplay bug fixes:
  • Terminals: Fixed a bug that provoked Terminals to only be usable once, if the player had acquired every single upgrade in the game
  • Keypads: Fixed a bug that could cause a softlock on Keypad interfaces, in case you spammed keys while it is hiding / showing.
  • Gamepad: Fixed a bug that could cause gamepad right stick to not work to look around in some rare combinations of ALT+Tab and playing on keyboard/mouse while a gamepad is attached (not used).
  • Mouse Look: Fixed a bug that could cause mouse movement to not rotate the camera properly (only vertical or horizontal look movement was working). This happened with a complex combination of ALT+Tab and playing on keyboard/mouse while a gamepad is attached (not used).
  • Gamepad: Fixed a bug that could cause wrong control icons when often switching between keyboard/mouse and gamepad.
  • Performance Mode: Fixed a bug when Enabling, then Disabling Performance Mode during a cutscene, could cause it to be re-enabled when the cutscene was finished, but with the game considering Performance Mode to currently be OFF.
  • Room Control: Map labels for objects “Camera 1”, “Door 2”, etc. were not properly localized. Now fixed.
  • Room Control: Visual gauge to represent current Available Power has been reworked to ensure the “0” state is represented correctly with the bar placed fully at the left. Now becomes red when at 0.
  • Bridges: If the player is on a Bridge’s deployment animation path, he will now be pushed correctly by the deploying Bridge (bug also known as ‘Bugge’ for Bug + Bridge). You might be teleported above or below the Bridge (intended).
  • Tutorials: Changing resolution or Safe Area position while a Tutorial was displayed, could cause the tutorial to not be fully visible. It may now take 1s to update, but should ensure to adjust tutorial position to be fully visible, after changing resolution. This could mostly be noticed on 4:3 screens, rather than 16:9 / 16:10 screens.
  • Crouching: Crouch / Standing Up transition could be faster when running at higher FPS, and slower when running at lower FPS. This has now been fixed.
  • Flames: Fixed a bug that could cause flames to sometimes be ON or OFF incorrectly, while sometimes doing damage or not - they should now always be in sync properly with the desired state.
  • Cutscenes: Disabling Cutscenes option while a cutscene was playing, but was just already requested to be skipped right before pausing, could cause various strange bugs. Should now be fixed.
  • Moving Platforms: The rare, mysterious bug in which the player could “slide” while standing on a moving platform, should now be fixed. It was rare, because it could only happen if you were to play on a PC with a 144hz monitor and was actively running the game at 144 FPS. Official support for 144 FPS should now fix this issue.
  • Moving Platforms: Fixed a bug that caused a slight “player push” upon reception on an actively moving platform. Repeating jumps on moving platforms would gradually move you towards the edges of the moving platform, if the reception happened while it was still moving. Should now be perfect.
  • Headbob: Fixed a bug that could cause sudden camera mini-bump shortly after reception on a moving platform. Recentering (headbob stop) upon stopping requesting movement, is now smoother as well.
  • Aim Stabilizer: Fixed a bug that could cause it to aim next to the object instead of directly aiming at it. It should now be solved, but could create new ones - to be tested!
  • Physics: Some players could feel like the physics movement of objects, especially in Zero-G, could “feel laggy”. This was mostly noticeable when running the game above 60 FPS. It should now be greatly improved, as physics system is now update more often to result in smoother movement, based on the actively selected framerate in Options.
  • Pause Menu: Fixed visual bug that could cause the current Chapter Stats and Upgrades Stats text to sometimes overflow their box container visuals in some languages.
  • Pause: Pausing the game or ALT+Tabbing while on a moving platform could cause the player to be moved slightly forward/back in the moving platform’s movement direction. Should now be fully solved.
  • Lighting: Fixed unintended self-shadowing on some grounds (floors), that would show “black shadow bands” for no apparent reason.
  • Save System: Rare cases of saving during cutscenes that modified the environment (disabled Flames, lasers, opened doors, etc), could result in corrupted level state (lasers remaining ON when they should be OFF after a last checkpoint load, for example).

[h2]KNOWN | Issues[/h2]
A short list of the known bugs or issues that aren't 100% sure to be fully fixed:
  • Bug 7482773931343 about somehow having a non-unlimited ammo during the Taser tutorial of Chapter 1 could not be reproduced, thus might still be active. If you find steps on how to reproduce, please report again with more information. Thank you!
  • Bug 231132669394050 about a probably incorrect relocation in Chapter 4 could not be reproduced, thus might still be active. If you find steps on how to reproduce, please report again with more information. Thank you!
  • Bug 4212816279831 involving an incorrect moving platform / switch state synchronization in Chapter 1 could not be reproduced, thus might still be active. If you find steps on how to reproduce, please report again with more information. Thank you!
  • The new “Chapter X” 3D display will not adjust localized language correctly if the language is changed while already displayed. This will be solved later. It is currently only used in CH0 / CH1.
  • Even though most cases of players unable to rotate the camera horizontally or vertically using the mouse, have now been fixed (happens after ALT+Tab out and back), there could still be rare cases of this happening. If it happens, please report with details of steps to reproduce. When it happens, simply moving your mouse significantly or Alt+Tab again should fix it.
THANKS | For Playing
Thank you again to all dear players for testing!

We'll continue working to fix the new reported major bugs from this update, in order to update the Steam and Xbox One Demo, over the next week or two ;)

When the Demos are updated within the next 1-2 weeks, we will send out new Steam Keys to players currently waiting.

Have a great day, and happy gaming!

Update 0.593 is LIVE!

Hello, dear Fractal Space players! The PC Pre-Alpha Version 0.593 is now available on Steam!

After recent update 0.592, we have been working on various bugfixes & improvements for 0.593, which are now ready to test!

We're hoping most major bugs are now fixed, but we'll see about that once our testers get their hands on it :)

Alright, let's take a look at the new changes and fixes!

NEW

Here's a list of a few new features that are worth mentioning first.

[h2]SWITCH PRO CONTROLLER[/h2]
This update adds official support for Nintendo Switch Pro Controller! It will now show the correct gamepad icons (was previously showing the Xbox One button icons):



Please note it will only work perfectly while connected wirelessly via Bluetooth. If you are playing with Nintendo Switch Controller via USB cable, please follow this guide.

[h2]USER INTERFACE | Improvements[/h2]
This update includes a few user interface improvements:
  • Many UI elements are now sharper (less blurry).
    • Note: This may not be noticeable at low resolutions
  • Jetpack/Hover Gauges: Some unintended lines could be visible next to them. Should now be fixed
  • Mouse: Button Icons: Mouse side Next/Previous buttons on a gaming mouse should now show side click buttons correctly instead of “ButtonX”.
  • Health Bar: Improved visual indicator for Hyper Speed / Health Backpack counter above health bar. Health backpack and Taser backpack battery counters are now greyed out if empty:
  • Room Control Interface: Buttons are now less blurry:


[h2]CHAPTER 2[/h2]
First of all, in the first room of Chapter 2, you will now be required to shoot a button for the Bridge 1 to deploy (similar to the Pocket Edition):



In addition, a button is now also required to deploy Bridge 2 to exit this room. This was added for the following reasons:
  • It is a preparation to later allow the player to drop down to access a Bonus Room (roof of the Room you are getting out of). This change makes this future secret area easier to see and access.
  • Currently, there is no way to actually reach the roof anymore; but this is intended, as there is not yet any content here
Moreover, more optimizations for triggers were done in Chapter 2, similarly to Chapter 1 (still work in progress).

[h2]LAST CHECKPOINT[/h2]
The Checkpoint button now displays how much gameplay time has elapsed since it was saved:



The goal of this is to allow a player to estimate roughly how much gameplay time would be lost if he uses the Checkpoint button to restart from the last Checkpoint, or if he wants to exit the game.

Please note that:
  • It intentionally does not change the elapsed time if the game is paused or out of focus
    • This is to avoid wrongly thinking the last checkpoint was “10 minutes ago” whereas the game was in fact paused for 10 minutes.
  • It is reset to 0 when loading the last checkpoint or after death, to avoid thinking the last checkpoint was “a long time ago” after multiple deaths, whereas it is, in fact, a very recent save, and no (or very little) progress would be lost.
In future updates, the Last Checkpoint and Exit confirmation popups will state this duration.

[h2]LOCALIZATION[/h2]
Good news for translators!

From this update, when you are done making a pass of changes to the Localization Kit online sheet, and would like to test them, simply let us know at [email protected] and we will update the game's database (it's in a different dedicated sheet, for security reasons)

Then, you can automatically update the localization of your local version of the game, without needing to wait for a next Steam update!



This runtime localization update can be performed by:
  • Pause the game (or if already on the Main Menu)
  • Press Left Shift + R
    • Note: This will be changed to Left Shift + L in next 0.594 update, to avoid potential conflicts
  • Wait 5 to 15 seconds for the notification to appear
  • And that's it - The game's localization will be updated to the latest version!
If after 15s, no notification appears, it means you already have the latest localization version. The next update will notify you that you are already up-to-date.
CHANGES

Below is the list of main changes in this update.

[h2]CHAPTER 1 [/h2]
  • Chapter 1: Last Room Camera: You can no longer avoid the Camera by standing/jumping on the crates with a Healthpack on them. It is intended, though, that the Camera cannot see you on the 3-stacked Crates if you go there with Dodge (NG+ only).
[h2]CHAPTER 2 [/h2]
  • Chapter 2: Bridges 1 and 2 in the first Room now require a button interaction to be deployed.
  • Chapter 2: Corridor before “Don’t Look Down” screen: You can’t stand above the Lasers anymore
  • Chapter 2: Double-Saw horizontal door replaced by Hyper-Door. The saw can be seen and climbed on from the outside, but that’s acceptable.
[h2]CHAPTER 3[/h2]
  • Chapter 3: First bridge and first room now uses “Imminent Death” instead of instant-death
  • Chapter 3: Crows and Leaf cutscenes will now teleport the Player to the correct end of cutscene position
  • Chapter 3: Added a checkpoint if you enter the Bonus vent to reach the Recording, after the first possible Breakable Wall.
  • Chapter 3: Entering the Sequence Room will now make the ground below the Laser Field disappear
[h2]CHAPTER 4 [/h2]
  • Chapter 4: You can now shoot through the pipes of Chapter 4 to destroy the Hyper-Speed Suppressor below you. You can still either open the door or shoot through (now a player choice).
  • Chapter 4: You can now shoot through pipes in the Vent 3, returning to the Door 1 after opening it (the Vent with a Generator to Destroy, and small retractable walls)
LEVEL FIXES

Here's a list of the various level-related bug fixes:
  • Chapter 1: Light next to the moving platforms after the dual Laser Cages was too bright.
  • Chapter 2: When speedrunning, the London Bridge area where you pickup the jetpack would require you to stand still or move backwards for relocation & lasers in front to be properly disabled / activated if you were to skip the Bridge puzzle. Should now be fixed an allow fast playthrough to skip the London Bridge.
  • Chapter 2: Fixed exploit that could allow you to go through the Roof large smasher and skip a big part of the level. You will now be crushed appropriately.
  • Chapter 3: Fixed a bug if you entered then exited rapidly the “bigger on the inside” door, after the leaf scene. All bugs of this door should now be fixed.
  • Chapter 3: Various collision bugfixes in electrified water area, below the Initialization Room
  • Chapter 4: Opening the Secret Passage protection of the Beam Receiver, with the Beam already directed correctly, would cause a magic “free camera” bug. Should now be fixed!
  • Chapter 4: Fixed keyboard going through the ceiling of the last Room Control area (hopefully)
  • Chapter 4: Last Room checkpoint could incorrectly save the state of lasers that protect the Power Core, and the Generator. Should now be fixed
  • Chapter 4: The first Mines intro cutscene could sometimes not be played. Should now be fixed (to be tested).
  • All Chapters: Removed player collisions on various lights to avoid interference with gameplay
BUG FIXES

Finally, here's a list of the most important bug fixes for this update:
  • Black Screen: When restarting a Chapter or loading the next Chapter, it could happen that the game would remain a black screen. If this happens, please use ALT+Tab to fix it. At least 1 occurrence of this bug has been fixed - so it should happen much less often. Though there may still be some cases, please report if it happens again with as much details as you can about what preceded the occurrence of the bug (ALT+Tab, bug report uploaded recently, etc.). Thank you!
  • Terminals: Pressing ESC or back button on the gamepad will now properly remove the Upgrades or End Game tutorials.
  • Objective Markers: Enabling Objective Markers in the middle of a level, while having played without them, would cause older objective marker arrows to remain.
  • Pressure Plates: When disabling Zero-G, the Pressure Plate would sometimes become green, but not activate the corresponding objects. This could likely happen for the last door of Chapter 2. Should now be fully fixed.
  • Sequencer: Fixed bug that could cause the Sequencer light LEDs to be all off after resuming the game from the Main Menu, even though it should show the currently required color to press.
  • Encryption Keys: When inserted into Key Readers, the Encryption Key could sometimes change to an incorrect color
  • Objective Markers: Changing language while playing will now correctly update language of objective markers.
  • Tutorials: Would sometimes still play appear/disappear sound even though these tutorials would not be visible to the player (already seen, for example)
  • Taser: A bug could cause the Taser to hide even with Aiming button held down, when a Cube/Tablet/Power Core was respawned
  • Doors: Sometimes, doors could finish their close animation abruptly, skipping the “small bump upon closing” part of the animation and instantly close. Should now be fixed.
  • Generators: Fixed a bug that could cause Generators to be saved as Exploded, when the associated objects would still be ON. This could happen if the game was saved during a Generator Explosion. It could result in an impossible situation if Quick Load / Restart from Last Checkpoint. Should now be fixed.
  • Start Screen: If a gamepad is connected, it will now display correctly both gamepad button AND Tab icons instead of “Action4”
  • Restart: Upon restarting or loading to the next chapter, “Last Checkpoint” respawn hint, crosshair and other interface elements could be visible. Should now be fixed (at least improved)
  • Cube: Unauthorized Object cube disappearing animation could keep the Cube’s visual effects while the cube was no longer visible, for quite a while if it happened with Hyper-Speed active.
Thank you for testing! We'll continue working on the various remaining bugs.

Update 0.592 is LIVE!

Hello, dear Fractal Space players! A new update is now live on Steam! Version 0.592 is available!

This version includes hundreds more bug fixes, reported by our dearest fans, which we would like to thank before we continue :)

We will be sending hundreds of keys to the many players who requested them since previous 0.591 was live. Get ready!

Alright then, what's new?

NEW

We have a few new elements or major changes to discuss in this update.

[h2]JETPACK | Customization[/h2]
You can now customize your Jetpack Color in Taser Customization page! The Jetpack fuel bar will now adjust its color based on this custom color as well:



[h2]JETPACK | Physics Improvements[/h2]
Jetpack physics have been improved to feel smoother. It might take you some time to get used to it. New bugs expected with this change as well.

The goals of this change are to:
  • Make the vertical compensation of initiating the Jetpack during a fall, feel much smoother
  • Eliminate all "abrupt stops" while using the Jetpack
  • Create a smoother Jetpack momentum feel


[h2]HYPER-SHOT | Improvements[/h2]
Many improvements were made to the newly introduced Hyper-Shot system:
  • Hyper-Shot sounds have been added
  • Sound fixes when starting to charge Hyper-Shot
  • Hyper-Shot Level 2 now charges significantly faster than Level 1
  • Various bugfixes linked to Hyper-Shot mechanic

[h2]FRAGILE | Windows[/h2]



In most situations, Dodging while on the ground will never dodge downwards (but Dodging downwards works if you are in the air).

From this update, you can now directly Dodge vertically down (towards your feet) when standing on a breakable window to break through it!

[h2]VISUAL | Improvements[/h2]
This update includes some visual improvements - let's take a look at a few of them!

[h3]Crates[/h3]
Simple static crates that block the player (not interactable) have been visually improved. The older version is still used in some areas to vary:



[h3]Lights[/h3]
Improved lights source visuals and texture.

Lights now have the center neon of the correct color instead of simply white. In addition, when the light color changes (green to red, for example), neon center and surrounding “light beam” around it also changes to the appropriate color. It’s good to check them out, because there might be some incorrect color selected by the system in some edge cases:




[h2]OTHER | New Additions[/h2]
A short list of the most important new additions:
  • Smashers: Death by being crushed by moving platforms or Smashers will now instantly fade-to-black
  • Taser-Gun: The character will now still squeeze his finger even if there is no more ammo remaining, as he tries to shoot.
  • Terminals: Textures of Terminals and locks have been slightly improved. White lighting is present on them (especially sides/back), as it was always intended.
  • Power Cores Now have gradual appear visual effect when respawned, like Cubes.
  • Chapter 1: Triggers / Spawning / Despawning optimizations have been applied to Chapter 1 only. As these optimizations may create new bugs, it was only applied to this Chapter (and a bit in Chapter 3). Let us know if new bugs appear. This optimization should result in slightly less mini-freezes as you make progress through the level, but will potentially take longer to save Checkpoints in some areas on low-end PCs.
  • Chapter 1: Added a new button to open / close Door 1 and Door 2 in the first Camera Room, in case you lock yourself in with the vertical moving platform. If you are detected, they remain unusable until Camera is Cleared (intended).
  • Chapter 1: First Camera Room: There is now a Laser Field that will kill you below the vertical moving platform, as you should not be able to exit through here. There is now a visible gap between vertical moving platform and walls, so you can clearly guess that there is a trap below (light goes through the edges)
  • Chapter 1: Picking up the Taser with a Cube in hands, will now automatically drop the Cube to ensure you see the Taser.
  • Chapter 2: You can now skip the corridor that leads to the Big Room in New Game+, by using Hyper-Speed + Dodge
  • Chapter 2: Door to the final lift of the Chapter, now uses a Pressure Plate instead of a switch - requires you to disable Zero-G
  • Chapter 3: Initialization Room now has more lasers protecting the first Generator to destroy - this is to make it more clear you won’t survive trying to go through. In addition, there are now static lasers, requiring you to either crouch or jetpack above them to reach the Generator. New static lasers when entering this area as well, to force you to be more careful after moving the Platform 1.
  • Chapter 4: Processing Center Atomizer destructible floors now look “cracked” to have a more fragile appearance. The Protection Grid also now looks stronger.
  • Quick Save: Requesting a Quick Save while the game is already saving a Checkpoint, will now force the Checkpoint save to finish instantly, to avoid you having to wait a few seconds for it to finish, before the Quick Save can finally be performed. This may result in a mini-freeze when requesting a Quick Save while the game is already busy saving your checkpoint - but should avoid you having to wait. If this mini-freeze is too much on low-end machines, let me know and this will be reverted.
CHANGES

In addition, we have some changes that are worth noting here.
  • Optimization: Various Triggers and other events in Chapter 1 and Chapter 3 have been optimized. These optimizations will over the next few updates be applied to other Chapters, and be improved. The goal for them is to reduce mini-freezes while making progress.
  • Jetpack Color: Default Jetpack flames color is now changed from Yellow to Cyan (Arctic)
  • Headbob: Headbob movement while walking has been changed slightly to feel smoother and more natural. It may feel weird at first - or maybe you won’t even notice :)
  • Dodge: Requesting to Jump while already Dodging used to continue the Dodge, and perform a Jump at the end of the Dodge. This could be a few seconds later.
    This has now been changed to start jumping instantly - interrupting the Dodge but still providing you with higher momentum for the Jump.
  • Chapter 1: First Cameras room (last room of the Chapter): You can now see better the Camera 3D Models, as there is better lighting next to them. First Camera is now behind a window that clearly shows the rest of the station outside (intended):
  • Saws: Now have a more precise damage collision system. Should improve cases where player’s head is “inside the saw without being damaged”. Good idea to check if some saws no longer work correctly after this change.
  • Chapter 1: Changed the first Cube room: the Respawn button has been removed. The Cube will now automatically be respawned in front of the exit door, if it’s placed where you would be softlocked, once the player touches the ground. This makes it more discrete, and still handles the potential softlock. This auto respawn system is disabled in NG+ if you have Dodge, as it’s not required.
  • Chapter 1: First Power Core will only respawn in front of the fist Power Core Slot if you had reached that area with the Power Core in your hands.
  • Chapter 2: Vertical Room large moving platforms are now made of 4 (now red) moving platforms instead of one large one. When opening the Exit, the light of the moving platform that stops becomes white, in order to make it clear that it is not an active danger of falling anymore:
  • Chapter 2: First shooting cameras room: If you use the Override Door button, the saved Checkpoint will now respawn you force-crouched behind the boxes (intended), to ensure you will not be softlocked in an “imminent death” checkpoint save, if a projectile was currently heading towards you at the time you interacted with the Door Override button.
  • Chapter 2: Very last room, the breakable window to get out of the optional Upgrade Terminal, now has many more lasers to make it clear you cannot survive entering it without first disabling the lasers, or going through the vent instead.
  • Chapter 3: Various lighting improvements, including the Sequence Room
  • Chapter 3: From Cold to Warm hint text in the Tunnel, is now white instead of cyan to avoid confusion in the order / hints
  • Chapter 4: The Sun Control Room is now accessed from below, instead of on the right (when looking at it).
  • Chapter 4: The Train Ride: Imminent Death system now displayed correctly. Has been changed to make it harder to be skipped in New Game (only 2s before death). If you are in Speedrun Mode or in New Game+, “Imminent Death” limit is now moved to be lower than normal, allowing you to continue performing your previous speedrun skips.
  • Chapter 4: Various lighting improvements
CHAPTER | Fixes

Here's a list of the most important bugfixes which are directly related to Chapters:
  • Chapter 3 and Chapter 4: All lights re-adjusted to avoid the “too bright” intensities of lights when Bloom is enabled. Some are still intentionally brighter than others - but If you still find some that are way too bright (blinding) or way too dark, please report them as visual bug.
  • Chapter 1: Pandora’s Box at the beginning of the level, was using the old visuals. Now updated.
  • Chapter 1: Various collision bug fixes in the very first lift when using Dodge (could stand where you shouldn’t)
  • Chapter 1: Various collisions bug fixes with Cubes on the ledge to exit the “Prison of Lasers for Cubes” room
  • Chapter 1: Fixed door appearing as you stepped in for the Lift just after the dual smashers area.
  • Chapter 1: Fixed 2 infinite Relocations when trying to go through unintended paths
  • Chapter 2: A bug could cause Relocation from beginning to Jetpack area (!) is now fixed.
  • Chapter 2: Fixed exploit in which you could skip from the roof of the dual Cameras Room, directly to the Bridge (not intended).
  • Chapter 2: Fixed exploit in which Dodging through a laser field that would kill you, would save at the next checkpoint, allowing you to skip a room (and creating bugs along the way)
  • Chapter 3: Entering The Cube (after using the first mandatory Encryption Key) could sometimes cause missing objects before the Tunnel entrance. Lasers by the entrance vent will no longer be disable as you move forward.
  • Chapter 3: Many various visual bugs have been fixed
  • Chapter 3: In rare cases, very fast smashers in the Red area could be out of sync. Should not happen anymore.
  • Chapter 3: The musical Hacking in Chapter 3 to access Room Control, could sometimes not play the sounds correctly for some players. Should now be fully fixed.
  • Chapter 4: It was possible to complete the Sun Orientation puzzle with only B as a deployed wall. Should not be possible, and should now be fixed.
  • Chapter 4: Various screens were displaying multiple times “Door 1” when incorrect (upgrade before fast-shooting Camera)
  • Chapter 4: Now impossible to enter the UV-color-Sequence room by entering from below, just after breaking the Breakable Window of the Sequence Room (laser field will now be active if you try)
  • Chapter 4: In the room just before the fast shooting Camera, the bottom laser field of the moving dual-laser-field could sometimes be missing.
  • Chapter 4: When entering the flames area (just before Processing Center), you could drop down rapidly through the closing vent and be locked out, and you could see the world being de-spawned. Now fixed.
  • Chapter 4: Processing Center large crushers now change color (blue/red) appropriately when moving.
  • All Chapters: Various collision bug fixes with some pillars throughout levels.
BUG | Fixes
Destructible Walls: Borders of destructible wall pieces no longer have the strange buggy colors before they are broken
  • Save System: Rare bug with Save System could cause the rooms to be in an incorrect state (missing objects, lasers OFF instead of ON, etc.).
    I could not reproduce those, as it seems to be machine-specific depending on how fast the save process is, based on hard drive speed, etc.
    Many changes were made to the save system to make this more robust, hopefully solving all these rare cases of incorrect saved data.
    This is a dangerous change; to be tested if there are any new bugs linked to saving / dying rapidly while the game is saving a Checkpoint, etc.
  • Relocation: “Imminent Death” message for “relocation” that kills the player character, were not being shown correctly and would display “Relocation” instead. Should now be properly fixed.
  • Ceiling Clipping: In some cases, when very close to the ceiling - an object below you forcing you to touch the ceiling, for example - you would see through the ceiling (clipping bug). Should now be fixed.
  • Jump Exploit: At low FPS, your character could jump slightly higher. That was enough to reach unintended areas. This should now be drastically improved, and it will be much harder to manage to reach unintended places at low FPS.
  • Cube Exploit: It should no longer be possible (or much harder) to get Cubes stuck in between vertical pillars, preventing various exploits.
  • Smasher Exploit: Fixed an exploit that would allow players to sometimes go through smashers, especially easier at lower FPS. If this happens, the player character will now be killed appropriately.
  • Dodge Exploit: Fixed a bug that could allow to jump at the same time as starting Dodge, resulting in being able to Dodge twice without touching the ground.
  • Fan Exploit: Mitigated (or fully fixed), an exploit in which the player could go through a full-speed fan even without Hyper-Speed in Chapter 3. Maybe other fans have the same bug, to be checked.
  • Speedrun Mode: A bug was causing Laser collisions to not be correctly enabled/disabled when Speedrun Mode state was changed while in a level. This only applies for the lasers which should have collisions in Speedrun Mode.
  • Hyper-Speed: Pausing the game with Hyper-Speed active, would then continue to be active (intended) when game is resumed, but without the Hyper-Speed visual effects (unintended). Hyper-Speed visual effects are now properly re-applied when the game is resumed.
  • Quick Load: Fixed various gameplay bugs that could happen if requested to Quick Load exactly while shooting a button - could cause the player to not be able to jump for a few seconds.
  • Jump: Fixed a bug that could prevent the player from Jumping after a Quick Load in which the Quick Saved player position was on a slope instead of flat ground
  • Disable Cutscenes: Fixed a bug that could cause skipped cutscenes to not react to the next activation (from a button, or any other type of trigger for the cutscene), if a quick load was performed just after interacting with it
  • Upgrades: Hyper-Shot upgrade icon was not showing
  • Terminals: Now easier to interact with terminals when crouched, or in Zero-G and slightly lower height than the Terminal screen
  • Footsteps: Sometimes, the first footstep sound when starting to move would not be played. Now fixed.
  • Tablets & Power Cores: Fixed blinking blue/red tablets and power cores at low FPS.
  • Retractable Walls: Made potential improvement for retractable walls/platforms which can sometimes be visually deployed when they should not (and usually, not fully deployed when this bug happens). It’s a blind fix, meaning I couldn’t reproduce the actual bug on my machine, so I’m not sure if this is fixed. But here's hoping it’s improved ;)
  • Screens: Fixed some screens which were not displaying their text correctly after recent optimizations of 3D texts (Chapter 4 Generator screens, Chapter 2 Special Thanks title, and more). Please report any other screen that seems to not display its text correctly.
  • Overlapping Cutscenes: A very rare bug could cause 2 cutscenes to play at the same time. This should no longer happen. In the event that you manage to make 2 cutscenes play at the same time (very rare), it should now correctly play them one after the other in a sequence.
  • Tablets: Removing a Cube that is below another Cube (stacked) was no longer provoking flying cubes anymore from the latest update. However, this could still occur with Tablets. Should now be solved.
  • Cubes: Quick-Saving while a Cube was falling in the void, would then result in the Cube never being respawned if you were to Quick-Load to that save with the Cube falling in the air. Could also happen if you were to simply push the cube off the ledge, instead of picking up then dropping the Cube.
  • Red Pillars: Could have a “hole”, missing face on the red pillars. Fixed in most cases (some remain).
  • Dodge: Various bugs were fixed if the player requested to Jump just after a Dodge was initiated, including various exploits
  • Vents: If you placed Power Cores / Cubes in the middle of an open Vent Door, Quick Saved, then closed the vent, and then Quick Load to the save with the Vent Door open, it would provoke the Cubes/Power Cores to fly a bit. Now it should be fully solved and keep the object’s precise positions.
  • Objectives: Playing with Objectives disabled would still play Objective sounds when an objective was accomplished. Now fixed.
  • Module Management: Fixed a bug in which Module Management could be displayed over Pause menu, if it was being shown while the Taser was Toggled ON.
  • Taser Ammo Indicator: Reduced unintended flickering of the Ammo display on the Taser-Gun, after the Train Ride in Chapter 4.
  • Death: Requesting Quick Load or Last Checkpoint after Death, will no longer cancel the fade-to-black (which allowed you to see for a short amount of time after death)
  • Death: Pausing the game while dead will keep a black background, to prevent you from seeing the world while being dead
  • Taser: Fixed a bug that prevented aiming laser from turning on correctly, if insta-reload was meant to be done instead of reloading animation (ex: picking up healthpack at the same time as reloading)
  • Taser: Fixed many bugs related to playing both reload & heal animation at the same time (not intended, the first one requested should play, the second one should be instant)
  • Keypads: Using keyboard to interact with keypad buttons should now play the sound, just like using the mouse cursor
  • Cubes: Fixed a rare bug that could cause Cubes to be non-interactable, after a quick sequence of Quick-Save/Quick Loads while the Cube is being respawned
Thank you for testing! We'll continue working on the various remaining bugs, and re-update over the next few weeks for next bugs ;)

Update 0.591 is LIVE!

Hello, dear Fractal Space players!

A new update is ready to be tested! As usual, many bugfixes & improvements were added, in addition to a a couple of new features & changes!

COLLISION BUG | FIXED

We mentioned in our previous update news, that a major collision bug was under investigation for months with the Unity team. It was investigated and solved, but we had to wait for it to be included in order to update Fractal Space with the fix.

We are glad to say the fix is now live, and included in this latest update! You should no longer randomly fall through any ground for no reason :)

TASER | HYPER-SHOT

The Taser-Gun shooting and input system has a significant change in this update:
  • Normal shots (Shoot button pressed) will no longer break fragile walls, nor destroy Cameras
  • When upgrading Taser Power to Level 2, you now unlock Hyper-Shot ability
  • HOLD Shoot button to charge Hyper-Shot, release when charged to fire (releasing before fully charged will cancel shot)
  • Only Hyper-Shot will perform first breaking impact on a Breakable Wall
  • Only Hyper-Shot will destroy an unprotected Camera
  • Hyper-Shot can destroy a Generator in 1 single shot
  • Hyper-Shot can break through multiple fragile windows, and directly Activate the switch behind the broken window and break any next windows behind in 1 single shot!
  • Normal shots (even with Taser Power level 2 or 3) will continue to only stun Cameras
  • Shoot animation now blends better with walk/jump/jetpack/reception animations
  • Holding the Shoot button down without Hyper-Shot unlocked will now continue to shoot as soon as possible when you have not yet unlocked Hyper-Shot (in which case it will then start charging Hyper-Shot instead).
  • Pressing the Shoot button while the Taser is already shooting will now chain another shot as soon as possible (intended).


This Hyper-Shot system was always intended, but required some rework of the Taser-Gun that we didn’t have time for. It was done for the following reasons:
  • We want you to time your Hyper-Shot charge correctly before being able to Destroy objects (especially during speedruns)
  • Greater feel of power as you upgrade the Taser-Gun
  • Allows you to still stun Cameras instead if you don’t have time to Charge (now a player choice)
  • There will be an Achievement for completing the game without ever destroying Cameras (impossible without this new system if you upgraded Taser Power).


Currently, a Hyper-Shot still only consumes 1 Ammo. It is possible in the future that it will consume 2 Ammo instead - but this is still under investigation. It might be like this soon as a test, and we’ll see how that goes ;)

Note: Later on, there will be a specific visual effect and sound effects that are different for Hyper-Shot (not yet implemented)

[h2]WATER | Dynamic Reflections[/h2]
From this update, when Reflections are set to Dynamic, water areas now have much more precise realtime reflections. This is very expensive, and should only be enabled with dedicated mid/high-end graphics cards. If you are playing on Mac/Laptop/integrated graphics, it will most certainly result in lower FPS:



In the future, there will be a separate setting for Water Reflections quality VS Reflections, in case you have decent playable performance with Reflections set to Dynamic, but dynamic water reflections impact your FPS too much. Currently, they are both tied to the same Reflections option.

PERFORMANCE | MODE
Fractal Space is now well-optimized and should run smoothly on any modern computer with a dedicated GPU.

If you are playing with a low-end machine or laptop with an integrated graphics card (no dedicated GPU), you'll always need to reduce resolution to reach playable FPS in a game like Fractal Space, which has dynamic lighting and realtime shadows, along with post-processing effects.



In general, it is not recommended to enable any other post-processing effect than Bloom and remain around 1280x720 when you only have an integrated graphics card.

The game had an old Debug Tool was used by some players to improve performance: ALT + Backspace. This shortcut disabled all post-processing effects. However:
  • It was unstable, and would be automatically disabled in the next cutscene
  • It could cause various rendering bugs: windows, screens would have visual bugs when using it and aiming with the Taser or using Scope
  • It was not a recommended feature to use, only to debug crashes

We have now completely reworked this system, to make a proper, officially supported Performance Mode!

The goals of the Performance Mode are to:
  • Choose your regular settings to play most of the game with good-looking visuals on your machine. You might be able to play with acceptable FPS with Bloom, Chromatic Aberration, etc in most areas, so you will want to keep these settings for most parts of the game.
  • Easily engage Performance Mode when you reach a low-FPS area in which your GPU/CPU has more difficulty
  • Easily disengage Performance Mode to return to your desired higher-quality graphics when you are past the low-FPS area
  • It is now activated with the F2 key (will not react while Debug Mode is enabled)
    • You can now re-assign this shortcut in the key remapping window to suit your needs (Keyboard/Mouse only)
  • It is more efficient: it now disables and adjusts much more than only removing Post-Processing

In general, the FPS boost provided by Performance Mode should be significantly higher than the previous ALT + Backspace debug shortcut, and should no longer create any visual bugs!
Please note that changing any of the Graphics Options will automatically disengage Performance Mode when applying settings - this is intended, you will have to re-enable it when you are back in active gameplay.


[h2]CHAPTER 3 | NEW SKIP[/h2]
Chapter 3 now has a new skip path!

It is meant to skip a part, only for New Game+. It’s next to the large vertical Tower area, around where you can find the very first (optional) Encryption Key of the game:



This path means that you can backtrack a bit more in this area (to return and get the Upgrade next to the Crusher if you missed it)

The level has been changed accordingly to avoid most bugs.

If you get Hyper-Shot Level 1 with the Upgrade Terminal just before it (inside), it means you can get out in New Game - which is intended, so you can go to the optional area on the roof in case you missed it, but can’t skip this area the first time. To be tested!

[h2]OBJECTIVES | Options[/h2]
From this update, there are now 2 new Gameplay options:
  1. Objective Markers: New option to disable the Objective Markers (and keep only objective entries)
  2. Objectives: New option to disable the Objective entries (and keep only objective markers)


[h2]NEW | IMPROVEMENTS[/h2]
  • The FPS counter (displayed at the top-right corner of the screen) on SHIFT + F was now restored.
  • Power Cores: Now have higher-quality and improved textures.
  • Power Core Slots: Now have higher-quality and improved textures. They also now have improved lighting effect with shadows. If performance impact is too high, later on shadows on these objects will be only enabled on Maximum Dynamic Lighting option.
  • Film Grain: Film grain used in Cutscenes can now be disabled in Graphics options.
  • Loading Optimization: In addition to the new Performance Mode, loading time should now be improved. It’s not really the “Loading…” progress bar time that has been reduced, but more the “black screen transition” time from load completed to level initialization, that should now be shorter. Same goes for black screen load for Quick Loads.
  • Chapter 3: The area just before the Leaf has slightly changed
  • Pandora’s Box: Improved it visually for PC - still work in progress.
  • Bloom: Latest update increased Bloom intensity. This causes various lights in the game to be more intense (blinding effect). Lights in Chapter 1 have all been re-examined and changed to decrease this effect, while keeping the more intense Bloom. This should solve most cases of too intense lights in Chapter 1. Other Chapters have been changed as well, but some of them aren’t done yet (will be in future update).

[h2]CHANGES[/h2]
  • Lighting: The previous update increased general Bloom intensity (as a test). As a result, many lights were much brighter than they should be. All lights in Chapter 1 and Chapter 2 have been re-adjusted to compensate, and should now look better (please report if you still find some, as I might have missed some). Chapter 3 and 4, though have not been reworked, so you will still see very intense lights in Chapter 3 & 4.
  • FPS Counter: Restored FPS counter feature, top-right of the screen with Shift + F shortcut
  • Performance Mode: Now toggled with F2 instead of ALT+Backspace. You can now change this key binding!
  • Taser Shots: Will now still show taser shots impacts when particles are disabled (but no particles will be present), because this impact display is now driven by Decals Graphics Option.
  • Chapter 1: Changed the optional Color Pack in the first Power Core area (accessible in New Game) to have different relocation and save Checkpoint (with the ground below the Color Pack now always present) in order to prevent exploits of just picking up the Color Pack, then throwing yourself intentionally into the void or load last checkpoint to get back to the lift exit.
  • Chapter 1: The very first Cube room of the game now has a Reinitialize Cube button for the Cube, in case you left it up next to the Vent, and can’t get it anymore after dropping down.
  • Aim Stabilizer: Improvements were made for it to be smarted when selecting which object to Stabilize to, when multiple possibilities are available. It might still fail in some cases, but most of the time, it should prioritize the closest object you are aiming at.
  • Power Core Slots: You can no longer stand on Power Cores once they are inserted in a Power Core Slot (intended)
  • Chapter 3: Musical Hacking now reduces sounds of the game and music, and ensures buttons/listen to sample are now played at regular volume regardless of sfx/music volume in case you reduced it

[h2]BUG FIXES[/h2]
  • Performance Mode: Bugs linked to enable Performance Mode should now all be fixed.
  • Options: Fixed a bug in which Subtitles/Speedrun Mode/Cutscenes checkboxes could be shown unchecked, while these options were actually enabled (checkboxes were out-of-sync).
  • Reported Bugs: Fixed many other in-game reported bugs
  • Hover: Fixed a bug that would cause Hover to engage, even if it was toggled OFF using Module Management or Shortcut.
  • Hover: Fixed a bug that caused Hover to engage when Dodging in Vents
  • Hover: Ensured Hovering would stop crouching - if not enough space to stand up, Hover won’t engage
  • Skip Cutscenes: Fixed bugs that could occur when disabling cutscenes in Options, while the game was already playing a cutscene, or transitioning to a cutscene. It will now automatically skip it correctly if cutscenes are disabled while a cutscene is already playing, without causing major bugs. A small jitter can be felt, but nothing major should go wrong anymore ;)
  • Interaction Pause: Fixed various bugs that could happen when pausing the game instantly after interacting with a button while Hyper-Speed was enabled. Pausing the game while transitioning to a cutscene will also pause the transition as expected.
  • Save System: Fixed a bug that could cause a Quick Save to not be saved correctly, if you were to instantly pause the game after requesting to Quick Save.
  • Pandora’s Box: Aiming at it will now show correctly “Unknown” and no image (intended).
  • Aim Stabilizer: Fixed a bug where the Aim Stabilizer would try to aim the incorrect object (Mostly happening in Chapter 4)
  • Flying Cubes: Stacked Cubes could sometimes end up flying in the air when one of them was removed. This should be fully solved.
  • Taser Customization: Various visual bugs have been fixed in Taser Customization (older button design, screen not visible from the back).
  • Cameras: Fixed a bug that could cause Camera shields to be re-activated even if the Power Core was removed and it shouldn’t activated (after returning to menu and coming back, not simply Quick Loading)
  • Bug Reporting: Fixed the bug with scrolling Colors list if you reported a bug while on Taser Customization. Ensured pressing ESC to exit bug reporting will not exit the current Keypad interface.
  • Keypad Interface: Ensured clicking the Back button will correctly exit the Keypad Interface
  • Tutorials: Will now dynamically adjust in realtime when you switch from/to Gamepad/Keyboard, and when language is changed - even when already visible on screen
Thank you for testing! We'll continue working on the various remaining bugs, and re-update over the next few days for next bugs ;)

Update 0.590 is LIVE!

Hello, dear Fractal Space players! We’ve been working hard on this update, which includes many new improvements & changes; especially on the code / behind the scenes, and of course, hundreds of reported bugs are now fixed!

Some of the improvements, you might not even notice, but they were necessary to prepare the game for the next Chapters. We’ll present here an overview of the main changes that were made in this latest update!

Considering the major changes in the Save System of the game, we did our best to keep older saves compatible, but there is a chance you will need to RESTART the Current CHAPTER from Start after resuming from the new version, to avoid any level or save-related bugs!

[h2]HOTFIX | 0.588 -> 0.590[/h2]
Additional changes made in this latest additional update 0.590 that improves over original 0.588.

[h3]CHANGES | In 0.590[/h3]
  • Module Management: Shouldn't display anymore in New Game+ if you don't have the Taser-Gun yet
  • Taser Screen: Now displays the new button design when aiming at a button
  • Taser Screen: Now displays the appropriate color of the aimed at button
  • Flames: Now have sound, and damage sound is better (will be improved later)
  • Blades: Will now have player collisions when disabled, and when Hyper-Speed in ON
  • Bugs: Most major reported bugs are now fixed
  • Relocation/Save Bug/Exploit: Even though the game does not allow Quick Saving while in Relocation, some players were able to sneakily save just while Dodging towards relocation and then Quickload past the relocation. From this update, it should be impossible (or much harder). If the save is successful, it should always load right before you exited the authorized area. To be tested, though, as this is a complex timing problem, please report if you still manage to do so ;) This issue was much more likely to happen at low FPS. Thank you!
  • Dodge Save/Load Exploit: You could potentially Dodge more often than intended by repeatedly quick saving / quick loading. Dodge cooldown should now be saved / loaded more precisely to avoid this
  • Chapter 1: Removed the Moving Platforms appearing just above the “Escapism tablet Quote” Room, with the “Impressive!” optional recording. Now that the “button cage” from the previous room remains (in earlier versions, it disappeared), you can use the ledges and that part to do this room and reach the Bonus Recording. The grounds will now disappear as you approach instead of having already disappeared. The second button to shoot has been moved to be harder to shoot until you reach the ledges.
  • Chapter 1: Should no longer be possible to reach the roof of the first Power Core area in New Game (meant only possible in New Game+). You might be able to still find a way; if so, please report ;)
  • Chapter 1: Changed checkpoints in the first Power Core Area (3600 code) to save inside this room, in case you enter through the breakable window without opening the door in NG+. There were various bugs if you skipped this way: lights were off, etc.
  • Chapter 4: During the Great Fall, the blades won’t kill you if HS is enabled. You will also collide with them with HS enabled.
  • Blades: Blades in general should no longer kill the player when HS is active. However, if it still rotates very fast with HS, then it’s intended to still be able to kill you in HS - but this is rare: The Train ride in Chapter 4, the second one is like this intentionally; it requires to remove the Power Core OR use perfect Dodge timing)
  • Saving: Requesting to return to main menu will now force finish saving all data before returning to menu to avoid save data corruption and errors
  • Saving: Requesting a Quick Load while the game is saving a Checkpoint/Quicksave will force current save to finish much faster to avoid to have to wait - This may cause small hiccups but it’s acceptable since you explicitly requested to load, so it’s best to have it performed ASAP.
  • Speed Counter: Will now show same speed with HS on or OFF
[h3]BUG | Fixes in 0.590[/h3]
  • Bug Reporting: Screenshots should be working again for Discord.
  • Bug Reporting: Upload Progress was not being displayed (bug) should now be displayed correctly. The ‘Pause’ overlay shouldn’t remain after a failed bug report retry
  • Chapter 1: Fixed a bug when entering the Camera Room, which could cause to respawn at wrong position with some key level objects disabled
  • Chapter 2: Activating Hyper-Speed on the first frame of Chapter 2 could cause the first bridges platforms to be misaligned, and you would see them move
  • Vertical Saws Lift: If you were to “climb without the lift” using Hover/Dodge etc without even activating it, some objects would disappear
  • Moving Lasers: A remaining bug could cause (rarely) some lasers to be out-of-sync. Not due to saving/loading (previously, save/load could provoke this), but due to how they were being turned on
  • Locking Devices: Locking devices next to vents could have floating texts
  • Reported Bugs: Fixed many other in-game reported bugs
Below is the original post for major update 0.588.
FRACTAL SPACE | 64-BIT

Fractal Space has now officially switched to 64-bit support for Windows, allowing better performance in general. Along with the big save system optimization explained later below, this should greatly help with various stutters and mini-freezes.

Since this is a first 64-bit implementation of the game, there is a chance new bugs/crashes may occur. We’ll see how it goes!

Still on a 32-bit Windows machine? Don’t worry, all updates will also ship the 32-bit version, and only the appropriate version for your machine will be downloaded.

NEW | Buttons

This will feel like a big change at first for our dearest fans, as you are accustomed to how the in-game 3D interactable buttons look like, since the Pocket Edition of Fractal Space.

However, it was important to improve them for various reasons:
  • We want them to look better and have a bit more detail
  • We need it to be more clear which state they were in, even from a distance
  • They need to have a more visible state change
  • Red VS (Green/Blue) state needs to have a slightly different shape to ensure colorblind players notice more the difference
  • We want to make it more clear that a button is currently unusable:
  • When unusable, the difference VS usable is more noticeable
  • Even while being not completely off

For example, Elevators: They can’t be used while the elevator is active, but the button remains in a colored state (blue) instead of completely off (intended), but it is now more understandable “why” you cannot activate it.

It may take a while for you to get used to the new buttons (just like it was for some with the new Taser-Gun for PC) but in the long run, we feel they are better compared to the old ones 🙂

We’re intentionally not including screenshots for this, see it for yourself in the game!

We hope you’ll enjoy them!

TASER-GUN | Weapon Sway

One of the additions we wanted to work on for a while, was adding a dynamic weapon sway system for the Taser-Gun in Fractal Space. We took the time to add this, and even though this is a first version, it now:
  • Adds a feeling of weight to the Taser-Gun
  • Feels more natural as the player looks around while aiming
  • Feels more natural as the player moves/uses the Jetpack/hovers while aiming
  • Adds this rotation/movement momentum over regular Taser Animations, smoothly blending with them, making a more natural movement feel
  • Small change in Taser-Gun position when crouched VS standing up


TASER-GUN | Animations

We made a few improvements to Taser Animations in this update:
  • All Taser Animations have been improved to feel smoother
  • Many cases of “instant interruption” of some animations (upon jump/reception/jetpack events) have now been fixed and general Taser Animation transitions feel much smoother than before.
  • NEW: Taser Animation for Hover, with sound and vibration. Additional visual effects will be added in later updates
  • Zero-G Boost: Slight Taser-Gun shake while using Zero-G Boost


VISUAL | Improvements

There are countless of small visual improvements in this update, we’ll mention the most important ones here:
  • Bloom: Now more intense in general (slightly). Might be too much now in some areas. We’ll see if this will be reverted, or if in general lights will need to be lowered to compensate.
  • Hyper-Speed: Visual effects (Distortion + Chromatic Aberration) are now reworked for progressive transition instead of instant when enabling / disabling Hyper-Speed.
  • Smashers now become RED while moving:



  • Power Cores and Cubes now look better (RED lines highlights) when held in an invalid position (Cannot drop here). The rest of the Cube / Power Core does not become red anymore:



  • Generators: Textures have been improved and better “metallic” feel. In addition, generators are now red when destroyed:



  • Generator Explosions: Now look better, and more realistic. Looks also better when Hyper-Speed is active. Uses Particles, so will look better with Particles enabled (just like the Taser-Gun shooting)
  • Camera Explosions: Now look better, and more realistic. Looks also better when Hyper-Speed is active. Broken Camera has a small blue fire for a few seconds after being destroyed. Uses Particles, so will look better with Particles enabled.
  • Lasers ON/OFF states (color/lighting) is now better, and visual difference is more noticeable (there were texture bugs with them). Side grid of Lasers now also become RED when ON.

  • Lasers: Some laser sets now have a STATIC rail support (different from moving laser rails). More will be added over time. Not all static lasers should/will have them (intended):



  • Bridges: Improved Bridge textures:



  • Water: Objects falling in Water, and Taser Shots, will now create various water splashes:



  • Chapter 4‘s Solar Station now has proper cables for all Solar Panels
  • Many optimizations of some some specific Areas in all Chapters
  • Various animations improvements to the Taser-Gun
  • New Buttons visuals


AUDIO | Improvements




We’ve reworked a lot of the audio as well to fix a few issues:
  • Some players could have “cracking” sounds at higher volume, especially if volume sliders were all at maximum.
  • The default sound setting for the game have changed, to have most sliders to maximum value, and sound is more “normalized” to your current system sound volume.
  • All bugs related to “cracking” sounds at higher volume should now be fixed. Please report if you still find some.

In addition, as general Audio changes:
  • Water now has specific sounds when walking in it, and creates water splashes with sound, reacting to objects and player
  • Footsteps: Better in sync with camera headbob. Reworked system to sound “smoother” from one step to the next, and for more variety in sounds. Lowered their general volume as they were too loud.
  • Added many new sound effects and made sure some existing ones can be heard better: saw hit, pickup Healthpack / Battery Pack, objective accomplished, Taser Reload, Hover and more…
  • All sounds have been re-mixed and volume-adjusted in order to create a more harmonious sound experience, so it should be more comfortable to play.


BRIDGE | Puzzle




The Bridge Puzzle has changed in this update:
  • It no longer activates automatically as you approach the Bridge
  • It now requires interacting with a Terminal
  • It is now fully skippable in New Game+ with Dodge and/or Hover. Should NOT be skippable in New Game.
  • The game no longer saves checkpoints if you try to continue without picking up the Jetpack. It’s authorized to try, though, but to avoid encouraging you to do so (impossible to continue later), the game only saves next checkpoints after picking it up.


CUTSCENES | Improvements




We’ve made a push on cutscenes issues for this update, finally solving some older bugs and adding missing functionalities:
  • Chapter 3: InitializeRoom.cpp room cutscene can now be skipped like any other cutscene! To be tested, should not break anything (but could, as it’s a complicated one to make skippable)
  • Auto-skipped cutscenes (Cutscenes disabled) should no longer create any gameplay/camera jitters!


SAVE SYSTEM | Optimization

A while back, we introduced the new save system, which allowed to add many more checkpoints, and allow instant Quick Save / Quick Load.

In this update, there was a tremendous change of how the Save System works: it is now more optimized and now takes advantage of Multithreading.

Even though it was functional, there was still a lot that could be done in order to make it safer, and optimize it to be more efficient.

Hopefully, this update addresses both of these concerns. However, as this is a first test version of the newly-optimized save system, you might encounter various new bugs about saving / loading, that will need to be fixed ASAP.

You might be wondering: “What changed exactly in the save system?” Here’s an overview if you’re interested (skip this if you’re not interested in technical):
  1. Objects Gathering: In order to save, the first step is for the game to check every single object in the level (there are tens of thousands!), and gather each of their individual “states to save”. All this must be done as fast as possible to avoid mini-freezes. This is much now more optimized, and will use much less CPU.
  2. Conversion: This step is also expensive. It now needs to convert all the data into “saveable” data before writing the save file. This is also much faster, and is now multithreaded in the background. It should not stall the game, and reduce/remove mini-freezes in this step as well.
  3. Writing: The game will now write the save data using multithreading in the background. Should also greatly help with mini-freezes and slowdowns.


[h3]WHAT’S THE BENEFIT?[/h3]
The game should now:
  1. Save Faster: Saving is generally faster and uses much less CPU
  2. Optimized: When saving at a checkpoint, you should feel much less slowdown and mini-freezes. If you were having them before, they should be greatly reduced, or completely fixed from this update!
  3. Safer Save/Load: There should no longer be “moving lasers out of sync” bugs after Quick Save / Quick Load, or some objects not being saved properly – they should all be fixed.


OPTIONS | Improvements




There were various improvements to the Options menu in Fractal Space:
  • Many Graphics options have switched to a Checkbox system
  • NEW: “Decals” setting, default to Medium. This controls how complex the shooting impacts are with Taser shots and others. Integrated graphics and low-end PCs might have severe performance issues when shooting at the same position multiple times. This setting on lower than “Maximum” should help with this.
  • NEW: “Chromatic Aberration” option in Graphics options. Used for Damage effect, Hyper-Speed, Scope. Remains subtle to avoid it to be disturbing (especially visible on edges of the screen). Now fully disabled if this new option is disabled.
  • Hard of Hearing: New Accessibility option. Doesn’t affect anything yet, except the musical hacking sequence in Chapter 3; it will fail at first mistakes with this option ON. However, it will now require you to complete the sequence before knowing if it’s correct or not, if you don’t have this enabled.
  • Particles: More particle effects will now be disabled from visual effects, when Particles are disabled (Taser/Ammo Pack pickup points smoke, vent door smoke, Taser Shoot effect, Camera/Generator explosions,etc.). This will help improve performance if you disable Particles.


GAMEPLAY | Changes

Here’s a list of various other changes & improvements that are worth noting here:
  • Chapter 4: Achievement added for using only 2 portable mirrors!
  • Flashlight: Will now adjust its size based on the selected Field of View (larger spot with higher FoV).
  • Chapter 1: The Ramp and recording on top of the first Bridge room (orange ceiling) should ONLY be accessible with New Game+ using Dodge. Changed it to be so – please report if you can still get up there in New Game.
  • Chapter 1: You can now keep cubes from the room just after the Math door, and use them to skip directly to the roof of the next area (Platforms button). This is intended. They will only be destroyed later on. You may test around with this, as you’ll have more cubes and might lead to unintended skips / exploits.
  • Chapter 1: Double saws after interacting with the Bridge button (dancing platforms before Taser) will no longer disappear. They will turn off and move slightly away from each other to let enough space for you to walk in between them. If you Dodge to skip from below, the area will be initialized correctly.
  • Chapter 1: After “Escapism” room, less objects are destroyed, to avoid too visible inconsistent shadows. This means in the optional area above, you can now jump onto Cage 1, which is now intended 😉
  • Cubes: Collisions are still present with collectable objects (intended), but can no longer remain “standing” on Taser or Ammo Packs or Color Packs.
  • Saving: If character dies while saving the first very checkpoint of the current level, the game will now wait a few seconds until the new save game is written, instead of instantly restarting the Chapter from start. Ex: rush fast into first lasers of Chapter 4. The game won’t restart the entire level anymore.
  • Zero-G: Dangerous changes: It was necessary for technical reasons to disable Zero-G instantly upon death. It has now been changed to not do this anymore. This is a dangerous change, please test zero-g ON / OFF saves and last checkpoint saves, as this may have broken this!
  • Taser Shots: Light effect when shooting (impact) now only produces shadows if Dynamic Lighting is set to Maximum
  • Chapter 2: Bridge Puzzle will now have black buttons before performing it. Once solved, the buttons will be unavailable, but reflect colors of their respective states instead of remaining black.
  • Chapter 2: Bridge Puzzle doesn’t start automatically anymore; you’ll need to activate the newly added Computer. This also means you can entirely skip it in New Game+, using Dodge (from standing on buttons to reach upper platforms), or Hover + Dodge.
  • Chapter 2: Some Laser Fields could be walked on or prevent you from standing up. This was intentional. Changed them intentionally now to not allow this – we will see how things go!
  • Chapter 3: Musical hacking Terminal will now only fail when finishing a whole sequence. Added Reset button. If you enable Hard of Hearing in Options, it will be as it was before (to ensure you can find it by memory + trial and error, at least, and without Reset button as it is not useful in this case).
  • Chapter 4: Small changes to the Structure Control room (added pillars, fixed various visual bugs and such).
  • Chapter 4: First mines area (with the Light Beam Receptor for Secret Passage): Reworked mines to ensure you cannot get through without shooting at least 1 mine. The ceiling for the upper mines now remains when retracting the wall, which allows the mines to remain present.
  • Chapter 4: Flames corridor in the room before Processing Center: it is not mandatory to disable the flames; only if you want to not be damaged at all. However, added more flames to provoke more damage in most cases and keep it more discouraging (even though possible).
  • Chapter 4: When the suns is turned OFF (approaching secret stairs), there are now much less reflections, and it’s now much darker outside. This is intended and desired.


BUG REPORTS | Retry

We’ve made quite a few changes as to how bug reports are uploaded. Most importantly:
  • Progress of bug report upload is now displayed. You cannot report another bug until the previous bug is fully uploaded. This avoids various errors that could cause some bug reports to fail.
  • If a bug fails to upload to Haze Games servers, it will show the bug reporting window again, and keep the title/description/category/screenshots in order for your to try again. If you cancel it instead of retry, it will discard your bug report and not bother you again.
  • If the bug only fails to send to Discord server (separate system), it will not try again. However, this is not a problem; if you don’t see an error, it means we have received the bug report – no need to report again if you do not see it on Discord 😉

These changes should help with reporting bugs, but might add new bugs to the bug reporting system. To be tested!

COMING SOON | Random Collision Bug Fix

You might have encountered this bug before:



  • Some grounds becoming non-solid for the Player, making you fall through the floor
  • The concerned ground is random; it can be any of them in the entire game
  • It’s rare, so you may encounter it only once in a game, or never
  • The bug persists until you exit the game and resume your save (or use SHIFT + F9 or SHIFT + F10)
  • We’ve been investigating this a lot the past couple of months, and we can confirm this is NOT a Fractal Space bug. It’s a Unity Engine bug. It’s been present in the engine games for a few years now.

It was very hard to point out the issue precisely, and understand how to fix it. We’ve been working with Unity the past few months to help reproducing the issue in a separate reproduction project:



  • They were then able to focus on it.
  • Great news! They have indeed fixed the bug!
  • Bad news: the fix is not ready yet.

This means this bug is still active in this latest update. However, we think they will have published the fix in about 2-4 weeks, so we’ll have it soon finally fixed in Fractal Space as soon as they are ready 🙂

BUG | Fixes

There were many bugfixes in this update. Here are just a few of the most important ones:
  • Coming Soon: The black-magic-random weird bug when you could sometimes “fall through” some grounds, and this would persist for the entire session for these concerned grounds until you restarted the game, was a long-time-running Unity Engine mystic bug. We have worked with them to finally reproduce and isolate the bug; they were able to fix it! Thanks to all your reports, as it also helped with identifying it and escalating the issue on their side. However, the fix is not ready yet, so it is still active in this update – but it will finally land in the near future 😉
  • Chapter 1: Invisible wall on ceiling of the first Bridge room, next to the ramp (bug introduced by recent changes of this area).
  • Crouch: Crouch jump could sometimes result in crouching upon respawn instead of standing up. Should be fixed.
  • Crouch: Saved Crouch state could sometimes fail to be applied correctly upon last checkpoint or quicksave loading – resulting in sometimes being spawned too high, and other issues. Tested many combinations, but this is quite a dangerous change – to be tested in combination with Zero-G checkpoints / Quicksave if something got broken by this.
  • Dodge: Dodge would sometimes be not allowed when starting a level from the beginning (no Checkpoint saved data). Dodge cooldown gauge could be displayed on Computer Interfaces
  • Cutscenes Off: Finally, the camera jitter and other visual bugs upon auto-skip of cutscenes with Cutscenes disabled, is now fixed! Should no longer happen. Please let me know if you still encounter it on some specific cutscenes. Now, this is a dangerous change; maybe auto-skip of cutscenes or the normal “cutscenes enabled” system now have new bugs with this change. To be tested!
  • Interaction: Since recent changes, it was possible to mistakenly activate a button multiple times just before a cutscene, if you were to spam the interaction button. This was a new bug with the changes with the hand interaction system. Should not happen anymore.
  • Pause: Clicking “Resume” button would fire the Taser-Gun if it was toggled ON
  • Fragile Windows: Floating pieces of glass not being broken should now happen much less often / completely fixed. Please report if you still encounter it (should be more rare).
  • Saws: Remaining “inside” a saw would allow you to not be damaged again after the short saw damage cooldown.
  • Taser Toggle: Fixed a case in which Taser would be forced Toggled Off when it was set to Toggled On (after a skipped cutscene with cutscenes OFF). Fixed states in which center dot Crosshair would be visible while aiming Taser because toggled ON (should not)
  • Taser FoV: Laser offset while Dodging with Taser aiming is now fixed, and a “jitter” of the Taser Gun when starting to Dodge is now also fixed (smoother for Taser)
  • Depth of Field: Ensured first Depth of Field setting is set correctly when you start aiming the Taser. Avoids waiting 0.2s to focus on desired, already-aimed at object. Depth of field change speed is now more consistent and more reactive.
  • Main Menu: Fixed a bug that could cause Main Menu buttons to not react to mouse input at all. This was only if you pressed ESC to show Pause, just after leaving a Computer Interface (within 0.2s)
  • Laser-Equipped Cameras: Shots would sometimes ignore the player. Should happen much less often, thus you will be damaged more often (especially fast-shooting camera in Chapter 4)
  • Hover: Fixed various exploits with Hover toggle ON/OFF and Quick Save / Quick Load. Last Checkpoint load should always restore Hover/Jetpack to full energy (intended), but Quick Save / Quick Load will now restore the same gauge state at time of Quick Save.
  • Chapter 3: Fixed issue where cubes outside the Tunnel could sometimes be much higher than they should be
  • Chapter 3: Crows could be seen for a very short duration if Cutscenes were disabled.
  • Chapters Mode: Could start Chapters with 0 Taser Ammo, whereas Chapters Mode should always start with at least 6 Taser Ammo.
  • Safe Lander: Fixed various display bugs some cases where it should not be displayed (cutscenes, interfaces, etc).
  • Power Cores: Could have (undesired) collisions with the object currently held in your hands. This should never happen. Should now be solved and back to normal (currently held object does not collider/push other objects).
  • Power Core Slots: If you performed a Quick Load while a Power Core was at insertion position (but NOT inserted) of a Power Core Slot, the Power Core Slot would be activated without any Power Core inserted, and would be in a “broken” state.
  • Interface: Various interface elements should no longer be visible between Chapter loads (Scope, Jetpack gauge, etc.)
  • Hyper-Speed: Restarting the Chapter from start with HS enabled could result in reducing the game’s speed.
  • Chinese: Some in-game characters were not displaying correctly. Now fixed
  • Reported Bugs: Fixed many in-game reported bugs

Thank you for testing! We’ll continue working on the various remaining bugs, and re-update over the next few days for any major bugs 😉

Have an awesome week, and happy gaming!

Charles & Amélie from Haze Games