1. Fractal Space
  2. News

Fractal Space News

Discord Channel

Hello! Thanks to The Promidius for his great efforts and work to make this happen, we now have an Official Discord Channel for testers to communicate between each other easily, talk directly to us and report suggestions / bugs.

If you prefer to use Discord rather than the Steam community, feel free to join our Official Discord Channel here: https://discord.gg/NceYxww

Thanks, and see you soon on Discord!

Discord Channel

Hello! Thanks to The Promidius for his great efforts and work to make this happen, we now have an Official Discord Channel for testers to communicate between each other easily, talk directly to us and report suggestions / bugs.

If you prefer to use Discord rather than the Steam community, feel free to join our Official Discord Channel here: https://discord.gg/NceYxww

Thanks, and see you soon on Discord!

Development Update #8

Hello!

Hi again everyone! Here is some news about latest improvements of Fractal Space PC version 0.1.5c for November 2017!

Linux and Supported Resolutions

The game was crashing on Linux hardware. This has now been fixed, and the game also supports all resolution types. You can now play the game with any resolution on Windows, Mac and Linux!

Game Auto-Start & Auto-Resume

In addition to improving the general main menu visuals, if you launch the game for the first time, the game starts automatically a new game. If you launch it with a game to resume, the game is resumed on launch. This avoids to go through the main menu every time you wish to play. You can still come back to the main menu or access options in-game ;)

You can also prevent the game from auto-launching and display the main menu instead by pressing the left CTRL (or Command) key as soon as the auto-save warning is displayed.

Steam Guide Update: Errors

We have added in the Steam Guide here, the section regarding errors "A Wild Error Appears!" and what to do when they happen, as from now on code errors will be displayed in red at the bottom left of the screen.


We also added a few tips regarding performance Options in the guide.

Improved Lighting
Lighting is much more optimized: performance should be better in both Chapters. Some areas might seem now darker; please do point them out if you think they are way too dark. We also did this intentionally to encourage the usage of the Flashlight.

Lighting is more realistic: There are now less areas where lights are "very bright on close surfaces", creating a blinding-bright zone on the closest walls of realtime lights. This makes the general feel less colorful, but more realistic.








 
Destructible Windows
Destructible Walls: They are now replaced by Destructible Windows. Windows can be destroyed with the basic Taser, whereas Destructible Walls require the Taser Firepower Level 2 Upgrade to be destroyed.

Destructible Walls found in Chapter 1 and 2 are Bonus Rooms - you will need to play them again once you have acquired the Taser Upgrade in Chapter 3, as Upgrades are Persistent, and remain even if playing an earlier Chapter!

Bonus rooms are not yet designed; if you do break the wall, you will currently find nothing behind ;)






Visual Improvements

A lot of small improvements and tweaks have been made on most 3D models and textures to look better; the light some objects emit is now more realistic compared to the previous very bright binary "emissive or not" aspect they had.

Screens are now improved and there are more of them for better prediction of the switches usage. The User interface has also been improved for most pages of the game.









New Upgrades: Healthpack & Taser Ammo Backpacks

At first, when you pick up a Healthpack or Taser Ammo pack, it is used automatically on-the-spot to heal you or recharge your Taser Energy. If you acquire the Taser Backpack or Health Backpack upgrades from Upgrade Terminals, you will then be able to store 1 to 2 of each of those packs.

This will allow you to always keep a Taser Ammo pack or Healthpack for later use in a hard situation ;)



 
Chapter 3 ?

We have made a lot of progress on Chapter 3, and it's soon ready! We expect to release it before Christmas, as a first playable version!

Talk to you soon, on the next development update :)

Development Update #7

Pocket Edition: Update 1.7 (Work In Progress)

We have switched to the mobile version the last few weeks in order to complete some of the features we've been working on for a while. Details on the Pocket Edition's additions (still Work In Progress) can be found on the dedicated page here.

All these new additions have taken a lot of time, which is why we didn't upload any PC Pre-Alpha version update on Steam. We hope to soon complete and release the Pocket Edition Update 1.7 and switch back to working on the PC version!

 
Chapter 3: Work In Progress

In parallel of improving and adding new features to the Pocket Edition on Android & iOS, we've been working on the PC version's third chapter.

Since Chapter 3 is introducing a few new features, it takes a long time to build. Here's an example of a room (pretty dark one for now) that builds itself in real time:



Here's a sneak peek of a couple of new rooms in Chapter 3:















 
Power Management in Security Center Interface

We have done a couple of improvements on the Security Center Interface on PC. We've added a Power System, which constrains you to enable a limited amount of functions simultaneously:



 
New Bridges

We have reworked the bridges, which looked very simple as well previously; they now have nicer textures and shapes :)



 
New Ventilation Shafts

In previous PC builds of the game, the ventilation shafts were very simple, assembled rectlangular-shaped objects. We now have new ventilation shafts which have the appropriate and necessary shapes. We'll improve the 3D models and textures later on during development, but for now it already looks and plays much better:



Thank you very much for reading, we'll keep you posted next month in a new update!

Charles from Haze Games

Development Update #6

Steam Pre-Alpha v0.1.1d

The latest Steam Update of Fractal Space Pre-Alpha preview build has been updated. A few of the changes have been listed in the sections below.

New Visual Effects

The Taser Gun now has more realistic and more immersive visual effect when shooting:



We also have new electrified grounds, which allows us to create large traps without having to create a large number of lasers:



Lasers now have particle effects! Later will come an option to disable for performance purposes:



We have a few additional rooms in Chapter 2, and some modifications in the rooms that were already present. Example screenshots here:







Bug Fixes & Improvements

  • You can now jump even when crouched: you will first stand up automatically
  • Hold Space key or A button to use Jetpack: no need to press the button twice
  • Fixed behavior if jump vertical trajectory is obstructed by an object
  • Overall better movement reactivity of player character
  • Many floating lights, objects and other visual issues are fixed
  • Fixed some doors which were not opening / closing or disappearing as player progresses
  • Reworked Doors: Texture fixes and frame looks better + red & blue lines to show if locked or opened
  • Reworked Cubes to look better
  • Ground Bloc Switches: Now look nicer as well
  • Reworked lighting to have more lights in Chapter 1 - some areas are darker intentionally - flashlight tutorial placed earlier in the game
  • Taser could sometimes shoot in "void" - also be fixed


Reboot Develop 2017

We were at Reboot Develop 2017 Conference at the end of April. It was in Dubrovnik, the real-world King's Landing from the famous Game of Thrones TV Show!

It was a great experience; we had some players try out the game, had some positive and interesting feedback on some of the work in progress game mechanics. We also managed to see a few of the conferences there with great speakers like Renaud Charpentier, Matthew Steinke and Chris Taylor. We also met other interesting people from the games industry.

We have gathered a lot of feedback, and also a few new bugs that were discovered on the spot!

I would like to thank Peter and Kjus for helping so much with the bug reporting and testing prior to the event; this helped getting a build ready for people to test more relevant aspects of the game.

We have been working on the build v0.1.1d for Steam. It will be live within the next hours. It will include a lot of main bug fixes reported on Steam and during the Reboot Develop event.

Back to Pocket Edition

Now that this Steam updated build is released, we need to slow down the work on the PC version and return to improving the Pocket Edition of the game on iOS and Android.

We want to add new languages, fix a few issues that some players reported, but mostly improve the User Interface and some usability issues, like the jump button being too far away for some large screens like the iPad Pro and large-screen Android tablets.

The next major mobile update of Fractal Space: Pocket Edition will allow us then to focus on marketing the mobile version, and return to work 100% on the PC version.