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Within the Cosmos News

Major Update: v2.1

[p][/p][p][/p][p]Hey everyone! It’s officially been 6 months since the game’s release! 🎉🥳 This journey has been an incredible learning experience, and I’ve kept pouring my time and energy into polishing and expanding the world.[/p][p]Update 2.1 brings the game closer to the original vision I had for it. You may have seen a few previews last week, but today I’m sharing a new GIF along with the full changelog below.[/p][p][/p][p]Enemy Shields: Stronger enemies will now have a shield bar above their health bar, clearly showing the difference in difficulty from earlier enemies.[/p][p][/p][p][/p][p]In-Game Messaging: To increase interactivity and immersion, NPCs can now send you messages that you can reply to.[/p][p][/p][p][/p][p]Third Person World Interactions: You’ll now be able to interact with objects in the world, sit, drink, and watch your character perform those actions.[/p][p][/p][p][/p][p]Disassemble Weapons In-World: You can now disassemble unwanted weapons on the spot to gain ammo and crafting parts, making it easier to manage inventory space.[/p][p][/p][p][/p][p]But these are just some of the changes. Below is the full changelog:[/p][p][/p][h2]New Content[/h2]
  • [p]Added new enemy type: enemies that use the 'CLOAK' augment (invisibility)[/p]
  • [p]Added the 'New Haven' cave to the player map[/p]
  • [p]Added new map icons for non-community places (facility, caves)[/p]
  • [p]Added NO AMMO UI pop up when trying to fire without ammo[/p]
  • [p]Added a new throwable item: spark grenade[/p]
  • [p]Added a new shield bar above enemy health bars[/p]
  • [p]Added a new augment that allows you to see in the dark[/p]
  • [p]Added a new augment that highlights enemies to enable easier tracking[/p]
  • [p]Added unique armour mod bonuses to increase their usefulness (i.e. converting damage into biocell charge, increasing player speed, increasing jump height)[/p]
  • [p]Added weapon/arm movement when moving and turning gun to improve gunplay[/p]
  • [p]Health bar now turns red when player has low health[/p]
  • [p]Added a screen effect when the player consumes beer[/p]
  • [p]Added a messaging system where the player can reply to NPC messages[/p]
  • [p]Added small world interactions (sitting on bench, chair, drinking)[/p]
  • [p]Added local maps for cities[/p]
  • [p]Added NPC at the front desk in Chronos HQ[/p]
  • [p]Revamped computer/terminal UI (they no longer require codes to access. They're either open by default or require to be hacked)[/p]
  • [p]Added more terminals throughout the world[/p]
  • [p]Added more lore to the world[/p]
[p][/p][h2]Immersion & Gameplay[/h2]
  • [p]Ammo icon next to ammo count changes based on if the gun is single shot or fully automatic[/p]
  • [p]NPCs now turn to face player when talking[/p]
  • [p]NPCs now face the player when walking by[/p]
  • [p]Added dry firing sound effect when firing without ammo[/p]
  • [p]Increased 'Avenger' assault rifle kickback to improve gunplay[/p]
  • [p]Added alternating locker opening sounds[/p]
  • [p]Player can now tell Captain Williams about Order terrorist killing the UESA soldier[/p]
  • [p]Delayed Captain Williams’ startup interaction voice by ~2 seconds to ease in the opening scene[/p]
  • [p]Made shadow adjustments for the shotgun[/p]
[p][/p][h2]Quality of Life[/h2]
  • [p]Players can now disassemble weapons while out in the world[/p]
  • [p]Main missions now auto track, side missions do not, which should allow players to collect missions without automatically tracking them[/p]
  • [p]Empty loot popups can now be closed with 'E' (or X on gamepad) when loot is empty[/p]
  • [p]Increased the amount the player can look down[/p]
  • [p]Character creation UI no longer implies you can add attribute points if none are available[/p]
  • [p]Objective UI now hides when player looks at a computer to avoid overlapping[/p]
[p][/p][h2]Audio[/h2]
  • [p]Adjusted scope attachment sound effect volume[/p]
  • [p]Adjusted ledge climb sound effect volume[/p]
  • [p]Adjusted time dilation exit sound effect volume[/p]
  • [p]Added unique sound effects for looting bags, luggage, fridges, and other containers (no longer one generic 'interact' sound)[/p]
  • [p]Adjusted lootbox opening sound effect volume[/p]
  • [p]Adjusted android background sound effect volume[/p]
  • [p]Adjusted vent sound effect volume[/p]
  • [p]Adjusted in-world disassemble sound effect volume[/p]
  • [p]Adjusted hacking/bypassing sound effect volume[/p]
  • [p]Adjusted skin application sound effect volume[/p]
  • [p]Added sound effect for shield break[/p]
  • [p]Added 'CLOAK' augment sound effect to sound FX volume slider[/p]
  • [p]Added torch (flashlight) sound effect to sound FX volume slider[/p]
  • [p]Lowered volume for “confirm code” sound effect when entering correct keypad code[/p]
  • [p]Added character creation UI sounds to sound effects volume slider[/p]
  • [p]Balanced computer menu sound volume[/p]
  • [p]Changed beer consumption sound effect[/p]
[p][/p][h2]Fixes & Polish[/h2]
  • [p]Fixed alignments for various meshes near transport station[/p]
  • [p]Fixed ground mesh issue in Chronos HQ[/p]
  • [p]Fixed visual issues caused by the 'CLOAK' augment[/p]
  • [p]Vendors now properly attack back when attacked[/p]
  • [p]Fixed mesh clipping issues in Berith II[/p]
  • [p]Fixed clipping issues in Pearl City[/p]
  • [p]Fixed inaccessible areas in Pearl City[/p]
  • [p]Fixed walls with incorrect textures in Pearl City[/p]
  • [p]Fixed door in Pearl City that incorrectly transitioned to Alios[/p]
  • [p]Added barriers to inaccessible doors in Salton[/p]
  • [p]Made mesh changes to buildings in Salton[/p]
  • [p]Added unique street names to streets in Pearl City[/p]
  • [p]Fixed the 'Shredder' SMG default skin being purple instead of black[/p]
  • [p]Fixed weapons and player arms ADS & clipping issues after cloaking transition[/p]
  • [p]Adjusted dirt levels in starting area[/p]
  • [p]Fixed quest marker position to be outside of the players focus[/p]
  • [p]Fixed pause menu issue after exiting settings[/p]
  • [p]Fixed 'QuickHack' tutorial pop-up if the player doesn't have the appropriate software[/p]
  • [p]Fixed dialogue reset bug with 'the Order' NPC[/p]
  • [p]Fixed issue that prevented selling items that were stacked[/p]
  • [p]Fixed collision issues on some walls[/p]
  • [p]Fixed guard dialogues playing over each other when interacting with them[/p]
  • [p]Removed incorrect ambient audio in 'Rose's Lounge'[/p]
  • [p]Preset hair colours no longer overlap with other UI elements in character creator[/p]
  • [p]Coding changes for performance[/p]
  • [p]Optimised code to prevent crashes and potential bugs[/p]
[p][/p][p]I can never thank you enough for all your support during development and over the past 6 months. I’ll keep adding content and polishing the game, and I hope today’s update brings you something to enjoy. ❤️ Thank you![/p][p]
- debdev[/p]

A Look Ahead: Update v2.1

[p]Hi everyone! The 6 month anniversary since release is almost here 🎉 To celebrate, I’ll release a major update, v2.1, next week, including new content, improvements, and fixes for you to enjoy.[/p][p][/p][p]Here’s a quick look at what’s coming:[/p][p][/p][p]Enemy Shields: Stronger enemies will now have a shield bar above their health bar, clearly showing the difference in difficulty from earlier enemies.[/p][p][/p][p][/p][p]In-Game Messaging: To increase interactivity and immersion, NPCs can now send you messages that you can reply to.[/p][p][/p][p][/p][p]Third Person World Interactions: One common question in a first-person RPG is: 'what’s the point of creating a character I don’t see in-game?'. In an attempt to address this, you’ll now be able to interact with objects in the world, sit, drink, and watch your character perform those actions.[/p][p][/p][p][/p][p]And much more, including:[/p]
  • [p]Revamped armour mod system[/p]
  • [p]New augments[/p]
  • [p]New enemy types to increase combat variety[/p]
  • [p]UI upgrades, new 'local' map screens[/p]
  • [p]Revamped computers and added more for lore[/p]
  • [p]Disassemble weapons in-world to reduce inventory clutter[/p]
  • [p]Performance enhancements and bug fixes[/p]
[p][/p][p]I’ll go into more detail next week when the update releases. Every update brings the game closer to the original vision I had for it. I hope you’re as excited as I am! Until then, I'll keep working through all of your reports and feedback. Thank you all so much for your patience, belief in the game, and support. ❤️[/p][p][/p][p]- debdev[/p][p][/p]

New Patch: v2.0.7

[p]Hi everyone! Patch v2.0.7 is out now, bringing new features, fixes, and improvements based on the feedback you’ve shared.[/p][p][/p][h3]New Features & Options[/h3]
  • [p]Added a save file counter so you can easily see how many saves you have.[/p]
  • [p]Added a new ‘Combat FX’ volume slider for gunfire and explosions, letting you adjust them separately from other sound effects.[/p]
  • [p]Added a sound effect for when the player lowers their weapon.[/p]
  • [p]Players can now overwrite save files instead of creating a new one each time.[/p]
  • [p]You can now change your background in the character creation screen after picking one, instead of being locked to your first choice.[/p]
[h3]World & Gameplay[/h3]
  • [p]Increased the availability of weapon attachments throughout the world.[/p]
  • [p]Increased the availability of armour mods throughout the world.[/p]
  • [p]Changed textures for Armis Tech stashes and weapon crates for better distinction.[/p]
[h3]Fixes & Improvements[/h3]
  • [p]Fixed an issue where pressing 'Quick Save' in the pause menu after opening Load/Save screens didn’t properly close those screens.[/p]
  • [p]Fixed an issue where Ravens may attack the player if hated by the Enlightened.[/p]
  • [p]Fixed some NPCs holding unused, unattainable weapons.[/p]
  • [p]Fixed character animations so NPCs hold guns correctly while shooting.[/p]
  • [p]Fixed clipping issues in the 'Siphon 33' weapon.[/p]
  • [p]Fixed an issue where ADS didn’t function correctly when using the 'Siphon 33' weapon.[/p]
  • [p]Made minor art adjustments to some weapon’s textures and materials.
    [/p]
[p]Thank you all for your continued support and for sharing your feedback. It’s truly been a huge help in shaping these updates. I’ve been working on new features for the next major update, and I can’t wait to share more about it in a week or so. For now, enjoy v2.0.7! ❤️[/p]

Hotfix: v2.0.6.1

[p]Just a small one today to quickly address a couple of issues:[/p]
  • [p]Fixed an issue where having 50 or more save files prevented players from creating new saves.[/p]
  • [p]Balance pass on the Slayer weapon.[/p][p][/p]
[p]Thank you to the player who reported the saving issue! ❤️[/p][p]- debdev[/p]

New Patch: v2.0.6

[p]Hi everyone! Patch v2.0.6 just released, bringing fixes, tweaks, and improvements based on the feedback you’ve shared.[/p][p][/p][p]Here's what's included in today's patch:[/p][p][/p][h3]General Adjustments & Additions[/h3]
  • [p]Increased XP rewards for discovering locations, especially in Alios.[/p]
  • [p]Increased XP gain from Androids & Bandits in Alios.[/p]
  • [p]Adjusted the frequency of bandit 'barks' .[/p]
  • [p]Enemies in Alios Comms Centre have been made tougher.[/p]
  • [p]Shotgun damage increased at very close range.[/p]
  • [p]Did a balance pass on ranged weapons (Avenger was significantly outperforming others).[/p]
  • [p]Adjusted stat scaling: too many attributes affected the melee skill, relative to other combat bonuses.[/p]
  • [p]Added a toggle setting to automatically crouch after performing a slide.[/p]
  • [p]Added a door to exit the ship if the player has already landed on a planet.[/p]
  • [p]Made some text adjustments during ending slides.[/p]
  • [p]Added some conditional checks to the final dialogue for certain outcomes.[/p][p][/p]
[h3]Audio[/h3]
  • [p]The following sounds are now properly tied to the sound effects volume slider: XP gain, bullet impacts, 'Take item', scanning, time dilation, turret gunfire and explosions, pause menu opening, eating/drinking/pill consumption, weapon switching, and doors opening/closing.[/p]
  • [p]Fixed missing footsteps in New Havens Cave.[/p]
  • [p]Added ambient music to New Havens Cave.[/p]
  • [p]Fixed 'checkpoint' level in Vesta missing music.[/p]
  • [p]Added sound effect feedback for hovering over load/save UI slots.[/p][p][/p]
[h3]Missions & Waypoints[/h3]
  • [p]Added waypoint to 'Connect to Hub' in Alios' Comms Centre.[/p]
  • [p]Added waypoint to 'Deal with Infestation Problem'.[/p]
  • [p]Corrected 'The War' mission waypoint to properly point to Pearl City.[/p]
  • [p]Added waypoints to the objectives in Vesta.[/p]
  • [p]Fixed New Haven leader repeating intro dialogue before mission completion.[/p][p][/p]
[h3]Save System Changes[/h3]
  • [p]Limited total save slots to 50 (down from 999) to make save management easier and address community feedback about excessive save file clutter. (Existing saves above the 50-slot limit won’t be deleted, but creating a new save will remove the oldest one.)[/p]
  • [p]Autosaves are now limited to the last 3; when a new one is created, the oldest is deleted. (If you currently have more than 3, they won’t be deleted, but a new autosave will remove the oldest.)[/p]
  • [p]Checkpoint saves are now limited to the last 5; when a new one is created, the oldest is deleted. (If you currently have more than 5, they won’t be deleted, but a new checkpoint save will remove the oldest.)[/p][p][/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed crashes when switching weapons via radial menu.[/p]
  • [p]Fixed controller 'Consume' button also switching weapons.[/p]
  • [p]Fixed biocells not working via radial menu when biocell energy levels are more than 50%.[/p]
  • [p]Fixed radial menu not allowing grenade switching.[/p]
  • [p]Fixed Huskrot & Thornrush not healing players.[/p]
  • [p]Fixed sniper scope overlay persisting when switching weapons quickly.[/p]
  • [p]Fixed perk system issue where a previously chosen perk appeared selectable again (the perk was still applied though!).[/p]
  • [p]Fixed collisions for Alios river structures, and sofas.[/p]
  • [p]Fixed grass clipping through buildings/tents in Alios.[/p]
  • [p]Fixed Divinity interact UI not disappearing after taking it.[/p]
  • [p]Fixed Alios' Comms Centre door interaction height.[/p]
  • [p]Fixed Alios' Comms Centre inventory player UI position.[/p]
  • [p]Fixed New Havens Cave mission not progressing after completing the objectives.[/p]
  • [p]Fixed Velarach health bars & names not disappearing after death.[/p]
  • [p]Fixed New Havens leader dialogue missing his name.[/p]
  • [p]Fixed Sera and Lucian missing names in dialogue in Vesta.[/p]
  • [p]Fixed issue where sleeping didn’t advance time to day time in Alios.[/p]
  • [p]Fixed final Vesta objective wiping player stats and inventory on load.[/p]
  • [p]Fixed UESA and Enlightened soldiers in Vesta being too weak to pose a challenge.[/p]
  • [p]Fixed uncrouch issues near tripwires.[/p]
  • [p]Fixed various walls, floors, and visible gaps in Vesta.[/p]
  • [p]Fixed control panel text missing in Vesta (both instances).[/p]
  • [p]Fixed rival faction incorrectly showing friendly icons in Vesta.[/p]
  • [p]Fixed credits showing too early and overlapping with background during the ending slides.[/p]
  • [p]Fixed cursor not appearing during ending slides.[/p]
  • [p]Fixed visible terrain issue in Alios near the comms centre.[/p]
[p][/p][p]Thank you all for your continued support and belief in the game. I’m excited to keep improving it and to share the next major update in a couple of weeks. Until then, I hope you enjoy the patch! ❤️[/p][p][/p][p] - debdev[/p]