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Fractal Space News

Update 0.58 is LIVE!

Hello dear Fractal Space players! Latest update 0.58 is now available on Windows, Mac and Linux! Please restart Steam to be sure you get the latest update as soon as possible.

This update focuses on a massive amount of bugfixes, that were introduced by previous update 0.57; as the previous version had many code / structural changes, it also brought in many new bugs.

Theoretically, most of them should now be fixed! We hope this 0.58 update version is more stable than 0.57!

Originally posted by Games
RESTART CURRENT CHAPTER: If you were playing before this update, please restart current Chapter from the beginning to avoid bugs.

After updating, if at any time you are encounter a missing object in the level (Power Core Slot or other), please restart the current chapter from the beginning (not last checkpoint, full Chapter restart) and check if the issue is still happening. If it still missing, please report with ALT+B.

If you have specific bug reports that require videos or cannot be sent via ALT+B, please send them to [email protected] ;)

Thank you for testing and reporting bugs!

In case you had missed our behind-the-scenes video about adding pipes in the past few updates, you can check it out now:

[previewyoutube][/previewyoutube]
[h2]NOTES | KNOWN ISSUES[/h2]
Ghost Mode: Using Ghost Mode will result in bugs that you do not need to report.
If you use Ghost Mode, please play the "normal way" and activate all the buttons / objects correctly in the right order, and "fly" through the normal path.



Otherwise, the level won't respond correctly and won't be initialized how it should. This is intended, as the game is highly optimized with all rooms being initialized as the player progresses.

If you skip them completely with Ghost Mode, they won't be initialized. This is not a bug and does not require to be fixed, because it's simply an impossible situation in normal play.

There will be an in-game warning about this in the future ;)

Random Clipping: It can sometimes happen that you may randomly clip through a wall or ground. This is a Unity engine bug with physics.

Unfortunately, we cannot do anything about it at this stage. The bug was reported years ago, and Unity is finally working on a fix. I will let you know when this issue is presumably fixed, from which point this issue shouldn't happen anymore.

Until then, you might still experience it once in a while. You may still report bugs about them for information purposes but it requires Unity to fix their physics bug :(

[h2]NEW | IN 0.58[/h2]
  • Propellers with Blades: Being improved and reworked visually; you currently will have a mix between the old and new version (it's intended as work not finished). Will be improved in the next updates ;)
  • Safe Area: Added "Reset" when editing Display Safe Area to reset to default values in Options - Accessibility:

  • Upgrades: Reworked Upgrade interface with more readable layout and new icons for each upgrade. If you want to discover the updated Upgrades page yourself, please don’t hover the SPOILER black bar below:



[h2]CHANGES[/h2]
  • Chapter 1: Solved softlock before/after getting the Taser: if you have disabled the Platforms button, platforms will be forced active after shooting the very first switch, to ensure you can get back. If you disable the platforms after getting the Taser and try to return to Taser Room and fall, relocation will now appropriately relocate you to the correct side to avoid softlock.


[h2]BUG | FIXES[/h2]
  • Zero-Gravity: Fixed the major bug that would cause "throwing the player" around while in Zero-Gravity and going out of cutscene state (even with cutscenes disabled this bug would happen)
  • Moving Lasers: Could sometimes stop movement after character death and save reloads
  • 3D Texts: Some Russian characters were not displayed correctly (squares). Should be fixed. Please report if you find others ;)
  • Breakable Windows: Falling from breakable window glass shards (example, walking on it and dropping down) could cause jetpack request to not happen until next time you touched regular ground
  • Hover: Was recharging during cutscenes
  • Collectibles: Various collectable objects could still have collisions (with other objects) after being picked up. Lens flares (small lights) were not displayed correctly (they should be back)
  • Cutscenes: Some cutscenes could have lens flares wrongly placed (stars)
  • Chapter 1: Could see the Power Core after 3600 code sticking out of the wall if you then decided to go outside
  • Chapter 1: "Find a way to unlock the Taser Room" objective could be triggered and displayed as active when going through the vent before entering the room (too early).
  • Chapter 2: The Bridge to get out of the first room had a ground placed above it - this was a bug.
  • Chapter 2: Interior of the Big Room could have a missing part
  • Chapter 2: First shooting camera cutscene could go wrong and prevent camera's surrounding walls to retract, if you were in first run (not NG+), and cutscenes disabled.
  • Chapter 2: Last room's Cube could be picked up through the breakable window at some angles
  • Chapter 3: Horizontal fast smashers could kill the player at incorrect moments of their moment:

  • Chapter 3: The first double-pressure plates for the first door will now become inactive and unusable (stop reacting to cubes) when the button below has been activated. Intended, to avoid issues with the door they control, and keep that door closed.
  • Chapter 3: After the first double-pressure plate area (with 2 timer boxes), the Cubes and structures behind would be destroyed while the moving platform was moving to the next area. Now, has been changed to be destroyed when entering the Vertical Room, to be less noticeable.
  • Chapter 3: Power Core Slot for optional upgrade before The Cube initialization button, and others, could sometimes not be present.
  • Chapter 3: The Cube area could be missing the Encryption Key readers and formatters. If you still have them missing, please share a video of how you played the previous rooms, as it may be linked to what actions you perform before reaching The Cube:



  • Chapter 3: Invisible ground just before the "Timing is Important" room, after getting out of the vent
  • Chapter 3: After the Bridge from the Vertical Room, you could shoot the button and result in a buggy entrance towards the next area. This button is now manual only.
  • Chapter 3: Going through the disabled lasers after the music hacking part, would destroy the camera and other objects, even if you went back down. This has now been changed to be done later in the level to make it less noticeable.
  • Chapter 3: "initializeRoom" button cutscene had a few objects wrongly present beforehand
  • Chapter 3: Fixed various blinking objects inside Initialization Room, and some floating structures of the level that were visible too early
  • Chapter 4: Sun Room Power Core Slot and others could sometimes be missing
  • Chapter 4: A Train wall collider was bugged and you could clip through it
  • Chapter 4: The Hyper-Speed Suppressor area could sometimes have a missing destructible wall on the ceiling
  • Fixed camera glitches during cutscene transition for a non-skippable cutscene with Disable Cutscenes enabled
  • Keyboard / Mouse Objects: Keyboard / Mouse objects of Terminals would be thrown very fast if shot with Taser in Zero-G. Will now react appropriately.
  • Localization: Various typos and wrong localizations were fixed (thanks for reporting them)
  • Subtitles: "Nope" subtitle wouldn't disappear


Thank you for testing! We'll continue working on the various remaining bugs, and re-update the game within 3 weeks ;)

Update 0.57 is LIVE!

Hello, dear players!

A new update 0.57 of Fractal Space Pre-Alpha is ready to be tested, and live on Windows, Mac and Linux!

Please restart Steam to be sure you get the latest update as soon as possible.

As mentioned below, this update is significant in terms of code changes and optimizations - I'm expecting new bugs to appear with lasers, in-game screens, and character movement.

RESTART CURRENT CHAPTER: If you were playing before this update, please restart current Chapter from the beginning to avoid bugs
Thank you for testing and reporting bugs!

[h2]TIMELAPSE | Adding Pipes[/h2]
In case you might have missed the video, we added new pipes in all levels in the last few updates. This updates adds a few more around the end of Chapter 3. Here's a timelapse of the addition of only a few of them:
[previewyoutube][/previewyoutube]
[h2]CHAPTER 1 | Dialogues[/h2]
From v0.57, most dialogues are no longer silent for Chapter 1!

As you might be used to the old dialogues from the mobile version, you might not like the new ones at first, and it will take some time for you to adjust to the change; but they are better for new players who do not know the mobile version.

NOTE: They are not all final in terms of quality and acting, and some will be improved over the next updates. Chapter 1 dialogues will soon be added to the Localization sheet.


[h2]CONTROLS | Rework[/h2]
There has been a major rework of the controls / gravity / fall movement engine.
This is a significant change in code, which came along with a pretty significant amount of headaches :)

You won't see the difference much at first glance - but this major rework was necessary in order to fix a few complicated bugs, that were annoying whenever they would happen, especially during speedruns.

The end result is smoother fall / landing on grounds, especially while running and on slopes, etc.

Here's an explanation of the fixes and desired behavior with the new changes:
  • Undesired Fast Fall: When "dropping from a ledge" without jump, the player would "fall very fast" for around 0.2s, which created a visible downwards "jitter". This could sometimes prevent a jump from being performed as requested.
  • Slopes Fast Fall: The same as the above, but was worse when running on slopes (especially downwards slopes). This could also happen when falling off the edge of a vertical moving platform.
  • Hard sticking to Ground: When running off a ground towards another ground slightly below, the character would "hard stick", meaning instantly teleport to the next ground's vertical position, creating a "vertical jitter" of the character instead of smoothly falling on the next ground.
  • Tolerant Jump: In order to avoid frustration, there is a jump tolerance of around 0.1s that allows the character to jump, even if he is no longer on the current ground for less than this duration. This avoids jumps being ignored if the player just got off the platform (necessary, especially while running fast). However, before the rework, these jumps would create a visible "downwards jitter" of the character too. Should now be smooth.
  • Sprinting on Slopes: This was still an issue and the character would sometimes "unstick" from slopes when running downwards on them. Should happen far less often.
  • Various other non-smooth movements were happening in other situations, especially on smashers / moving platforms. This has been improved.
NOTE: The rework does affect how gravity / ground collision / jetpack / hover / dodge is applied to the character - this means that even though the bugs above have been fixed in most cases, these changes may have introduced new bugs, especially if you test complicated combinations of hover / dodge / jetpack / jump / moving platforms.


[h2]NEW | From v0.57[/h2]
  • Screens with Texts: Screens which display texts in-game were OK, but they were becoming an issue. Every single one of them has been replaced in all levels with a new display system that allows:
    - Smoother texts (no blurriness), even with large characters (like the Big Room screen)
    - Significantly more optimized when there are many (the PC version has more than 200 screens per level)



    The new system for these screens doesn't have yet the "typewriter effect". It will be added in a future update (needs to be re-done).

  • Active Lock: For some locked vents where the player must act to unlock them (removing a power core, Room Control, etc.), now have a visible "active lock" to make it more clear that this vent is currently locked, and that power to this lock must be cut-off to unlock it:



  • Chapter 1: All collectable recordings are now placed for this level:



  • Relocation: Added Black & White effect when starting a relocation
  • Cables: Added many new cables for some Power Core Slots / buttons in Chapter 2 and Chapter 3, to make some areas more clear:



  • Chapter 3: Added more pipes at the end of the chapter
  • Texts: Both in-game 3D texts and User Interface now support all languages characters display. All Ukrainian / Russian characters should now be displayed correctly:



  • Options: New Accessibility tab: You can now disable / enable the white point crosshair when not aiming the Taser, and change Subtitles Size. In addition, you can now change the Display Safe Area if you have a screen aspect ratio that may have UI elements "oustide the screen". This can mostly happen when connected to a TV:



    More accessibility options will be added in future updates, like color blind options, and more. In the future, you'll be able to select different crosshair styles and colors.

[h2]CHANGES[/h2]
  • Lasers / Mines Optimization: The code that handles lasers and mines has been significantly optimized. It will run better on low-end CPUs when many lasers are active. These changes might have introduced new bugs with Lasers - keep an eye out ;)
  • User Interface Optimization: The code that handles the user interface in general has been significantly optimized as well. It will run better on low-end CPUs. In addition, all in-game UI elements positions are now depending on the new Display Safe Area. These changes might have introduced new bugs with user interface elements - keep an eye out for new UI-related bugs too ;)
  • Various Optimization: Many other systems were optimized, and many more to come in future updates.
  • Lens Flares: Disabling / Enabling "Bloom" will now also enable / disable associated Lens Flares of lights (small stars on them). This will improve performance on low-end PCs when disabled.
  • Chapter 1 Quote: Has been removed and replaced by a different one. It is now on an Information Tablet, not on a wall screen. Please check localization sheet to re-translate it. Thank you!
  • Chapter 1: First Crushers Room: In case you leave your cube in an inaccessible place without it, you can now regenerate the cube with a button next to the platform to avoid softlocks:
    • This button doesn't work until cube has been picked up at least once after initial spawn / manual respawns.
    • Note: This new Reinitialize Cube button cannot be activated while the cube is on the objective Pressure Plate (intended), to avoid mistakenly respawning the cube when you have solved the room.
  • Chapter 1: The pathway to get to the optional area to get "Impressive" recording has changed visually. Since the Cube can be re-generated using the new button, the slopes to help get there without a cube after completing this area has been removed.
  • Chapter 1: First Power Core Slot will make the Entrance door button activable; but opening the Entrance door will properly make the button inactive again to avoid softlocks.


[h2]BUG FIXES[/h2]
  • Smasher Death during Cutscenes: Was no longer resulting in "red invincible state" since 0.56 (good), but was then breaking collisions with the Smasher (bad). Should now be fixed.
  • Language: When changing languages, tutorials, objectives and other texts that were not updated to the new language until next time they are shown - will now be updated correctly.
  • ALT+B In-Game Bug Reporting: Should now be displayed properly on all screen aspect ratios and resolutions, including very low resolutions.
  • Zero-G Boost: Was wrongly displaying "Pending…" for the Sprint when performing Zero-G Boost
  • Chapter 1: Fixed more misaligned walls in the last camera rooms.
  • Chapter 2: The door at the end of the first shooting cameras corridor could be missing, allowing you to enter the room with the first electrified water, without it being properly initialised. This is a bit of a mystery bug, as it doesn't happen here in normal play. I made some changes to try and avoid it, but cannot guarantee it's fully fixed. To be tested ;)
  • Chapter 3: Fast horizontal Smashers should no longer push you through the wall upon death.
  • Chapter 3: I was not able to reproduce the bug in which the initializeRoom.cpp button failed to initialize the room. If you do manage to find a way to reproduce this, please report it again with more details of how this bug can happen (maybe something specific to do before?)
  • Interaction: Fixed a case in which the "Interaction" sign would be stuck in a loop of being hidden and shown very rapidly.
Thank you for testing! We'll continue working on the various remaining bugs, and re-update the game within 2/3 weeks ;)

Update 0.56 is LIVE!

Hi all! PC update 0.56 is available on Windows, Mac and Linux! Restart Steam to be sure you get the latest update as soon as possible.

This update is mostly about bugfixes after the 0.54 - 0.55 updates. You can view the previous full 0.54 update changelog on our post here: https://haze-games.com/update-0-54

There has been changes to Chapter 1 - Please read the changelog before testing, or else you might think these changes are not intended ;)

RESTART CURRENT CHAPTER: If you were playing before this update, please restart current Chapter from the beginning to avoid bugs

RESET SAVE: If you want the recordings counter fixed properly, you'll need to reset your save with the !Reset Save! button. As a precaution, it's good to reset your save if you are going to test the full game ;)
Thank you for testing and reporting bugs!

[h2]NOTES & KNOWN ISSUES[/h2]
Reset Save: "Bonus rooms count doesn't reset by !reset save!" -> Was not able to reproduce; every time I reset save (either from Main Menu or Pause), everything is reset correctly, including Bonus Room count and states. Maybe there is a specific step to do in order for this bug to occur? However, I made a change to Reset Save that may help this, so it might be solved.

Jetpack & Cutscenes: "Sometimes, when cutscene start, and you starting to use jetpack, after cutscene, jetpack would start and hold Space until end of oil" -> Not able to reproduce: jetpack is always interrupted when a cutscene starts (intended) and request to use Jetpack is always ignored during cutscenes, until cutscenes end. At end of cutscene, jetpack reacts normally. If you find a way to reproduce this, please report again - it doesn't look systematic.

Text: Russian characters are supported by the main User Interface of the game - the Taser screen and hidden messages aren't displaying correctly with all languages yet - it's a known issue, I'll be working on this soon. It's different because text display in 3D uses a different system than UI texts - dynamic font switching support needs to be added for 3D texts (missing feature, will work on it for future update).

ALT+B Reporting: Not displayed correctly on super-low resolutions (like 640x480). Will be fixed in a future update.


[h2]NEW IN 0.56[/h2]
  • Ukrainian: Added Ukrainian (thanks for the translation!). However, some characters might not yet be displayed correctly, please wait for the next update if there are issues with this language.

  • Vents: Outside texture of ventilation shafts has changed to look cleaner, and more consistent with the rest of the level. You might not like it at first, as you were used to the previous texture - but it looks better for new players. They will be improved later to look more different than grounds.

  • Cables: New cables visuals have been added in Chapter 3, first Encryption Key area on roof of vertical room. They will be gradually added to various Power Cores Slots (not necessarily all of them).

  • Local Pixelation effect has been added to "censor" the player position on camera feed screens. There will be something for Cutscenes too in the future

  • Chapter 1: Roof next to first smasher button has been visually improved. Walls of this smasher room have been reworked to be better aligned, avoiding ghost collisions on small borders.

  • Chapter 1: Room with "Taser Room" door using 2 pressure plates has changed. In addition, all elements are directly present the first time you enter it, but can't be used yet (before, elements for your return were not present at all the first time).
    • When coming back with the Taser on New Game+, you can skip activating the platform by directly activating the Laser Field button (inside the room, or button behind Laser Field, coming from breakable window).
    • Made the dual pressure plates safer: You can't get out onto the Bridge with the cubes anymore in New Game. If you do so using HS + Dodge in NG+, they will be respawned as you cross the bridge to ensure they remain on the pressure plates and keep the door open. Dropping it on the bridge will also result in respawning.
    • You also cannot softlock yourself in this room by using HS to drop the cube on the bridge and go back in


  • Chapter 1: The roof of the room mentioned above (where you find Orange color pack) has changed too.

  • Chapter 1: First Power Core Area: Has changed to add a little bit more to explore, and different way get the Color Pack ;) It is intended to be playable on both NG and NG+. Easier in NG+ as you can use Hover / Dodge to get it directly (intended)

  • Chapter 2: Player stuck between moving platforms and walls in the first room, will teleport him above or below the platform, instead of pushing him out and killing him. Please report other occurrences of pushing you out of bounds, as this is complicated issue that needs to be solved per-platform.

  • Chapter 4: Until now, Chapter 4 had no recordings to find in the level. You can now find 3 of them (there will be more) - even though they are silent and temporary "Work In Progress" .

  • Camera Screens: Camera Feed Screens now display "Error, rebooting" when stunned, and "Camera Destroyed" if camera is destroyed instead of "Offline" for both cases.

  • Destructible Walls: Made walls easier to break in general.IMPORTANT: Walls are meant to feel stronger than windows and harder to break completely. Multiple shots are required, and pieces remain and require you to shoot more. This is the intended feel and won't change for the normal game.However, I know this can be annoying in speedruns. From now on, Taser Power Level 3 will break walls much more efficiently than Level 2 (was intended, not yet implemented). If you want to speedrun faster with breakable walls, please do so with Taser Power Level 3 ;)

  • Destructible Walls: Dodge will still not break non-broken walls (intended). However, walking through a broken wall will detach the remaining parts slowly, and Dodging through it will break them to ensure you get through. This should help for speedruns :) Still recommended to make decent hole before going through ;)

  • Destructible Walls: Now have sounds

[h2]CHANGES[/h2]
  • Chapter 1: First lasers "Don't be Afraid": ATTENTION, SPEEDRUNNERS: I want the player to not be able to go through them at all on first run, but still allow speedrunners to skip them, so it has changed:
    • There are more lasers now, and it's intended that you can't walk through them on New Game (you won't survive)
    • On New Game+, you can decide to go through while speedrunning and lose some health by moving through them crouched (crouch + dodge works too) to minimize the count of lasers that hit your body.
    • You will need to haveHealth Level 2 minimum to survive it.
    • The 3 blinking lasers just after this will now be activated even if you skipped the first lasers - you'll need to be more careful ;)


  • Chapter 1: Prevented softlock in first elevator bonus area: vent will now close correctly upon going through the breakable window.

  • Chapter 1: Prevented softlock in Taser Room: cubes respawn if thrown to the other side of pipes until you reach other side of pipes, way to return to Taser if you didn't pick it up in the fall and then went over pipes. Softlocks here should now be impossible.

  • Chapter 1: Taser Room changed Cubes initial positions to force player to drop a cube for protection.

  • Chapter 1: First Power Core Area: Button to open Entrance Door to 3600 code vent will now be present at start, but will only be online after inserting Power Core into Main Power.

  • Chapter 1: Right after the lift to reach the first Power Core Area, it was possible to be relocated next to the Main Power Core Slot instead of start of the area. It will now properly relocate you next to the lift, then next to the Power Core Slot when you have reach it first at least once.

  • Chapter 1: 3600 code hint screen now shows "Unavailable" by default instead of nothing until Information button is activated, to avoid feeling like it's a bug that nothing is displayed yet.

  • Chapter 1: Relocation in the First Power Core area will now only relocate you to Bonus Room if you at least touched the ground of the bonus area (orange) once - then relocation position will return back to "in front of power core slot" if you successfully get out of the bonus room. You could sometimes die before relocation happens - now fixed.

  • Chapter 1: This orange bonus area mentioned above now allows you to go closer to edges, and avoided some softlocks here in NG

  • Chapter 1: "Disobeyed orders" dialog has moved to be a bit earlier (inside vent) than before. Can be skipped in NG+ if you go through window (intended)

  • Chapter 2: You can now stand on the "Big Room" screen - not very useful, but looks like something would expect.

  • Damage Blur: Smoother blur effect on / off when damaged

  • Depth of Field: Smoother aiming depth of field change when aiming close / far objects (now gradual)

  • Chapter 1 Dialogs: Improved quality of most of the new dialogs. Some are still not good and will be re-done later on. Priority is just reaching a state where there is no silent dialogs in CH1 - then a second pass on dialog recording will be done.


[h2]BUG FIXES[/h2]
  • Invincible Red State: Dying during a cutscene should not be possible; if it happened, you would enter an invincibility state, with the red "death effect". This has been solved, and you should never get killed during cutscenes (yes, even if you are squashed during a cutscene - this is an intended choice to avoid the frustration of being killed during a cutscene rather than being realistic).

  • Dialogs: Some silent dialogs were actually playing "Cmon, let's go on an adventure" instead of silence. You were not crazy, hehe :)Fixed many - You might find more - let me know if you do!

  • Cubes: A player reported sometimes not being able to pick up a cube. After a lot of investigation, found and fixed a case that provoked this; it was having a cube forced respawned via "Unauthorized Object" while the cube was in hands and invalid position (red, cannot be placed here). Should no longer happen.

  • Game Completion: After completing the game and directly exiting, the game would start a normal New Game upon re-launch, instead of New Game+, thus resetting your recordings to 0 and probably upgrades too. Should now start a New Game+ as intended.

  • Recordings: Number of recordings collected could not be displayed correctly (showing 0), especially after re-launching the game or New Game+. If you are still having this bug, please !RESET SAVE! in the menu.

  • Customization: Resetting the save will correctly select default colors to avoid selecting colors that aren't unlocked anymore

  • Reporting: Reporting a bug in the main menu without any level loaded will now behave normally again

  • Tables: You could crouch underneath tables - not intended

  • Rumble: Fixed some rumble sequence to still trigger when Rumble is disabled (rumble only with XInput devices like Xbox controller + Windows)

  • Chapter 1: Could stand on the retracted Bridge that closes in front of you, on return from picking the Taser.

  • Chapter 1: Skip breakable wall with pipes was hard to break than others.

  • Chapter 1: Fixed being able to stand on invisible ground next to moving platform in front of Smashers button

  • Chapter 1: Button in first Power Core area, (next to the blue light) to shoot with Taser could not be activated manually.

  • Chapter 1: Fixed sometimes being "stopped in the air" when falling down the vertical corridor, just after recharging Taser for the first time

  • Chapter 1: Ceiling pipes for Recording in Smasher Room could sometimes be disabled and would be enabled only later on.

  • Chapter 1: Fixed floating pipes when reaching the first Power Core area. This won't happen in a normal run. If you use Ghost Mode, many bugs like this will happen but ignore them - shouldn't in "normal play".

  • Chapter 1: Fixed softlock in when doing optional room for the recording ("Impressive" bridge). If you dropped the cube a on some remaining objects in the room, you couldn't retrieve it. Room should now be empty as intended, preventing this from happening (cube will respawn).

  • Chapter 2: Bridge Minigame: Wasn't able to reproduce reported bug about Bridge minigame being ended with a wrong solution - changed it to be safer - let me know if you find a way to have it end on an incorrect solution.

  • Chapter 2: Weird bug with Cubes jumping off the vertical moving platform without being touched by the moving saws, next to the the lift to the first shooting camera room: made some changes that should help, but couldn't reproduce the issue here, so not 100% sure it's fixed - to be tested!

  • Chapter 3: Fixed a critical error that was happening for a specific language (Czech) when loading this chapter.

  • Chapter 3: New roof of vertical room: You could squeeze through some pipes (not intended) instead of using the Power Core to open Maintenance Access of the new area, to get the Recording.

  • Chapter 3: The Recording in the new area above, would sometimes not be present.

  • Chapter 3: Standing up in the glass vents of Chapter 3 with Zero-G disabled would result in a bug.

  • Chapter 3: Crypto-Locator button would fail to work as intended if player picked up the Encryption Key beforehand. It was a bug that the key was already present, as it should spawn randomly when Cypto-Locator is activated.

  • Crosshair: Could sometimes see Crosshair, Dodge Cooldown gauge, or Dodge visual effect while in Pause / Taser Customization.

  • Music: Fixed a case where detected music would continue playing even after being cleared (maybe still more cases present)

  • Other: Various other reported minor bugs have been fixed


Thank you for testing! We'll continue working on the various remaining bugs, and re-update the game by the end of next week ;)

Update 0.55



The first patch of version 0.54 is now live, as 0.55! Restart Steam to ensure you receive it as as soon as possible!

This update focuses on bugfixes from the first wave of reports from the 0.54 update. We'll continue fixing more as they are reported during the week.

Thank you for testing and reporting bugs!

[h2]| NEW IN 0.55 |[/h2]
  • Chapter 3: Added hint dialogs for Encryption Keys, improved info tablet text. Encryption Key on roof now easier to find. Information tablets will look different than Encryption Keys in the future.
  • Resolution: First launch of the game will now be in full resolution of screen. Windowed mode will now work correctly for subsequent launches, and will not return to full screen after ALT+Tab.
  • Sprint: It's intentional to see the Sprint icon even when not able to sprint, to ensure you are aware if sprint is Toggled ON or OFF (especially useful if using TOGGLE sprint type in options).
  • New Sprint request icon now visually different when sprint request is pending (not sprinting right now / cannot sprint now) or currently sprinting to make it more clear. This way, you clearly know if you are going to sprint ASAP or not.


Originally posted by Games
Known Issue: Bug Reporting: Reporting a bug in the Main Menu with no level loaded, will result in an error; please only report bugs while a level is loaded in 0.55 - this will be fixed in next update ;)


[h2]| CHANGES |[/h2]
  • Pre-Alpha Warning Popup: The popup explaining that most dialogs are not recorded yet, and it's not a bug that they are silent, was not being displayed on first launch. Should now be displayed again.
  • Sound Effects: I was not able to reproduce the bug with sound effects that stop working (music only) after character death. I tried many times with the same save as The Promidius, unsuccessfully. If you manage to find a way to reproduce this, please let me know the steps in a bug report. It may be linked to character death exactly while volume is being reduced for a dialog to be played, or something tricky like this ;) I made some changes to try and avoid this, but not sure if this is properly fixed yet.
[h2]| BUG FIXES | [/h2]
  • Mines: Potential critical error in some cases of Exploding a Mine should be fixed
  • Discord: Username was no longer being added automatically to the in-game bug reports. Should now be functional again
  • Collisions: There can be times when the player would ignore some collisions randomly, like fall through a floor. This is very hard to solve everywhere - Theoretically, fixed a few that were reported in Chapter 1 by Ilya. If you encounter any others, please report them so I can investigate. Thanks!
  • Safe Landing: Potential critical error in some cases of Safe Landing detection should be fixed
  • Cubes: Picking up a cube that is below another cube, could result in the stacked cube to remain stuck in the air.
  • Chapter 1: Platforms disappeared on first try when opening the Bridge: They will now act as intended, and appear after activating the Bridge switch ;)
  • Chapter 1: Collision bug pushing the player in room with first Cube.
  • Chapter 1: Third laser in first Cube room couldn't harm you if moving towards the "vent access bloc"
  • Chapter 2: Various visual bugs reported in 0.54
  • Chapter 3: New area had a bug provoking a missing button for Platform 1
  • Chapter 3: Some disappearing objects when exploring the new Cube area on some angles
  • Chapter 4: Power Cores could be "sticking out" of Processing Center and the room just before
  • Chapter 4: Visual bugs with blinking walls on solar station roof
  • Lights: Lens flares ("stars") from lights are no longer "outside the light", but at the edge limit. They are intentionally not fully "inside".
  • Bug Report Error: If you are having a "invalid uri" game error when trying to upload a bug, it may simply be that your Firewall is blocking the game from uploading files externally. Please check your firewall settings to allow the game, or disable it while reporting bugs ;) Otherwise, it can also be that another user is uploading at the same time, the server has limits of concurrent users - simply try reporting your bug again a few seconds later.

Update 0.54 is LIVE!



After a lot of work, the major Update 0.54 of Fractal Space is now live and ready to be tested!

As Steam announcements do not properly support Spoilers for images, we have decided to keep the changelog on our on our official website for a few days - until most of you have had enough time to play the update.

Please click the link above to read more about the content of the new update without getting spoilers - we recommend reading the spoiler parts once you have tested the new update :)