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EXOR Studios 2020 Summary

Hello!

The end of 2020 is coming closer and closer. While it was not easy to maintain a high level of efficiency through all the chaos and unexpected events we made some good progress on The Riftbreaker - even if we had to slow down a little bit. Let’s take a look at what happened throughout this year and talk a little bit about our goals and wishes for the future.

[h2]The most important thing has been the start of Alpha testing.[/h2]

We opened the portal to Galatea 37 to the first testers in March, beginning the never-ending process of hunting bugs, improving the player experience, and polishing content. This has been a deviation from our standard workflow. Before we would iterate only on the feedback from internal playtests and invite a limited number of testers to try the game out in a controlled environment. Closed Alpha is somewhat similar to that but several orders of magnitude bigger. You have been tirelessly reporting all issues you’ve been encountering and suggesting us better solutions to the ones we had at the time. This allowed us to get rid of many issues that would come up in late development. We’re very grateful for your support and help. While the Alpha will stay ‘invite-only’ rest assured - we’re going to give away more and more keys as the weeks go by.

[h2]We took part in the Steam Games Festival: Summer Edition[/h2]

This event was a huge stepping stone for us. After starting our period of Alpha testing we decided to prepare a short demo that covered the main aspects of the game especially for this event. We counted for some additional feedback and a little bit of growth in our community. What happened next blew us away completely. The demo proved to be very popular, getting more than 50.000 downloads over the course of the festival. This resulted in a lot of valuable feedback, bug reports, and new faces in our community.

[h2]We also released The Riftbreaker: Prologue.[/h2]

https://store.steampowered.com/app/1293860/The_Riftbreaker_Prologue/

After the Festival we knew that we had to make the demo widely available somehow. We spent the next two months polishing the content from the demo. The story was expanded, the mission flow improved, bugs squished - all thanks to our testers and the players who downloaded the demo. We would like to thank our Alpha crew here again - by testing the Prologue on various hardware configurations and trying to break things all the time they helped us immensely. The Prologue managed to catch the attention of a lot of players who later joined our community on Discord (www.discord.gg/exorstudios). Many of them became Alpha testers, too. Something, something, the circle of life?

[h2]We added DirectX 12 support and raytracing effects[/h2]

[previewyoutube][/previewyoutube]

This is a pretty fresh thing so we’re not going to talk too much about it AGAIN ;) By teaming up with AMD we have had the unique opportunity to work on some cutting-edge visual tech for The Riftbreaker, including raytraced shadows, raytraced ambient occlusion and variable rate shading. The future is now!

[h2]We released two completely new trailers.[/h2]

[previewyoutube][/previewyoutube]

The Gameplay Trailer accompanied the beginning of the Alpha period and shows the basic aspects of The Riftbreaker gameplay. If you want to introduce someone to the game quickly - this is the best way to do so.

[previewyoutube][/previewyoutube]

The second trailer we released focuses a bit more on building and biome exploration. It shows off more complex structures and technologies that will accompany you throughout your adventure on Galatea 37. It also shows you the scope of the bases you are going to end up with in the Campaign Mode of the game. Definitely worth checking out!

[h2]We didn’t go to any conventions, unfortunately, but they came to us online.[/h2]

Organizers of various gaming events around the world had a tough nut to crack this year. Luckily, many of them decided to hold online versions of their events in various forms, ranging from live streams to entire virtual show floors with individual booths for developers. This gave us an opportunity to introduce even more players to our game and our studio. This does not make up for all the chances we lost to talk with you directly, but we have to wait for that until it’s safe again :( On the plus side, we managed to snag a couple of prizes at those shows, as well!

Our trophy wall, one case for each game.

[h2]2021[/h2]

Our focus is to release the game in a fully playable 1.0 version. There are a couple of things we need to complete before that happens. In no particular order:

  • Campaign mode - we currently have this module in a “feature complete” state which we read as - it can be played from start to finish. However, it is still quite far from being finished as we still lack a lot of content. Most of the missions are still undergoing deep gameplay changes. We’re implementing additional mechanics for unique plants and creatures that are going to change the way you play in the various biomes that you will be exploring. The game’s story-line is non-linear and you will be able to visit most areas of Galatea 37 in any order that you like. This design choice brings a lot of freedom and replayability to this procedurally generated world. It is also very demanding in terms of the work that needs to be done to make all of this work well together. We hope that you will all appreciate the extra work that we are pouring into this.

  • Biomes - we’ve already shown you some snippets of the biomes that are going to be available in The Riftbreaker. We are still working on them both in terms of their look & feel as well as the unique gameplay mechanics that are going to be present in all of them. We want you to really feel that you need to adapt to a different environment each time you go out to explore a new region of Galatea 37.

  • New Creatures - the Prologue and the closed Alpha included three different hostile creature species each with three strains and a single boss creature. We’re planning to have about twenty different hostile creature species in the finished game (each with three strains) that are going to challenge your skills. Some of them will appear only in certain biomes while some of them will come out only if certain conditions are met. We’re already more than half-way through with this task and the work is speeding up as we expand our engine and our toolset. We will be revealing new species of creatures as we go by, so stay tuned for future announcements.

  • New Weapons - the weapons arsenal that is currently available in the closed Alpha is already quite extensive, but we aren’t there yet ;) We are working on both additional ranged guns as well as new melee weapons. Would you like to see Mr. Riggs with a power axe or a mighty shock hammer - we got you covered. We have most of the weapons modeled and textured (close to twenty, with four rarity levels each). We’re still working on the unique animations that are required by each melee weapon type as well as dual-wielding different melee weapon types! (?). There’s also a couple of “unique” weapons in our plans. Lots of really cool toys to make your life on Galatea 37 that much more survivable :)

  • New Buildings - the arsenal of towers that are available in the Closed Alpha at the moment is quite timid. As we are adding new weapons for Mr. Riggs we are also introducing their automated counterparts in the form of new towers. We are also going beyond that by adding more advanced and larger tower types.

  • Alien Research - Downloading new invention blueprints from Earth you will only allow you to develop the base level of technology that’s available in the game. If you want to go further you will have to gather research specimens and study them in locally operated Alien Research Labs. These are an advanced building that requires a lot of power and a cooling liquid to operate. Things will get more interesting both in terms of how you plan out the structure of your base and your economy. The need to gather research specimens will also power one of the game’s pillars - exploration.

  • Extended modding for weapons and buildings - the modding implementation and balancing that you can currently experience in the Closed Alpha is a very early vision of how we see this system being implemented. We are currently finishing work on adding modding capabilities to most building types which will expand the range of possibilities even further.


Quite a lot, isn’t it? We hope that 2021 will be a bit more considerate towards our plans and that we can deliver a truly unique game to you. We will, of course, still regularly inform you about our progress in articles, on our Discord - www.discord.com/exorstudios, and during our streams.

Astronomical events in The Riftbreaker

Hi!

Ashley and Mr. Riggs have to be ready for a lot of surprises during their mission on Galatea 37. Apart from the fact that they are exploring uncharted territories inhabited by numerous alien creatures, they also have to face the risks posed by natural threats. The Galatean weather is often violent and not all biomes are welcoming, but those are things you can prepare for - you won’t jump into a portal leading to a magma biome without proper equipment. However, there are some threats you can’t prepare for - and they come from space!

Sometimes the best tactic to avoid something is to simply stand still…

Galatea 37 is located in a rather turbulent portion of the Milky Way galaxy. The conditions on the planet have been just right for long enough to allow the ecosystems to come to life, but it’s not exactly safe. There are many rogue objects flying around the planet and meteor showers are a common occurrence. However, they are much more intense than the ones we can observe on Earth - small chunks of rock reach the planet’s surface and explode with devastating force. Smaller buildings in your base might get destroyed when that happens, so you’d better invest in shielding technology for your precious equipment! There is a plus side to this: if a meteor shower misses your base, you will have plenty of biomass and other resources to collect.

You don’t want to be caught in the middle of nowhere, running out of ammo and with no way to teleport back home.

Not all astronomical events are so physically violent. The Ion Storm is a more subtle one. It’s just like an aurora on Earth, but with its intensity meter turned all the way up. The Ion Storm happens when the solar wind from Galatea’s sun reaches the planet and reacts with its magnetic field. The result is a beautiful display of lights and electric discharges. Normally, such a storm would instantly kill all electronics, but the Riftbreaker technology is well-shielded and prepared for such an event. The only things that stop working during the storm are radars and the Rift technology itself. No big deal, right? Well, if you get caught in an Ion Storm several minutes away from your base and an attack wave comes at that moment, you might rethink that! On the other hand, your power generators will happily convert all the ionized particles into MORE POWER!


Look! A shooting star! Make a wish!

The last ‘threat from outer space’ is the most spectacular one and also has the least potential to harm you or your base. Once in a while, a larger comet enters the Galatea’s atmosphere. If it flies over your head, you are in for a spectacle of light and shadows caused by the comet burning bright. Once it hits the ground, you will be able to harvest all the minerals that were inside of it. That is if you are lucky. If you’re more like me, your base might get blown up in the process.

https://clips.twitch.tv/AmorphousGlutenFreeRavenPanicBasket I wish that shooting star didn’t destroy my base…

All of these events may happen at random during your time in The Riftbreaker, either in the Survival Mode or the Campaign Mode. They may also be voted in by your audience to take place during your streaming session if you enable our interactive streaming mode. Once you do that, be sure to be on the good side of your chat, you don’t want to make them angry. If you would like to see what the system looks like, check out our streams - every Tuesday and Thursday, 3 PM CET at www.twitch.tv/exorstudios. Join our Discord for daily chats with the devs: www.discord.gg/exorstudios

See you later!

Live on Twitch

www.twitch.tv/exorstudios

Prologue‌ ‌Update‌ ‌-‌ ‌DX12‌ ‌&‌ ‌Raytracing‌ ‌

Attention‌ ‌Riftbreakers!‌ ‌

A‌ ‌couple‌ ‌of‌ ‌weeks‌ ‌ago‌ ‌we‌ ‌unveiled‌ ‌the‌ ‌results‌ ‌of‌ ‌our‌ ‌cooperation‌ ‌with‌ ‌AMD‌ ‌that‌ ‌allowed‌ ‌us‌ ‌
to‌ ‌bring‌ ‌the‌ ‌awesome‌ ‌DirectX‌ ‌12‌ ‌Ultimate‌ ‌features‌ ‌into‌ ‌the‌ ‌world‌ ‌of‌ ‌The‌ ‌Riftbreaker.‌ ‌If‌ ‌you‌ ‌
haven’t‌ ‌seen‌ ‌the‌ ‌presentation‌ ‌of‌ ‌our‌ ‌shiny‌ ‌new‌ ‌tech‌ ‌(or‌ ‌if‌ ‌you’d‌ ‌like‌ ‌to‌ ‌watch‌ ‌it‌ ‌again,‌ ‌I‌ ‌know‌ ‌
I‌ ‌did)‌ ‌here‌ ‌you‌ ‌are:‌ ‌

[previewyoutube][/previewyoutube]‌ ‌

Today‌ ‌The‌ ‌Riftbreaker:‌ ‌Prologue‌ ‌has‌ ‌received‌ ‌an‌ ‌update‌ ‌making‌ ‌all‌ ‌those‌ ‌features‌ ‌
available‌ ‌to‌ ‌you.
‌‌ ‌As‌ ‌soon‌ ‌as‌ ‌you‌ ‌download‌ ‌the‌ ‌update‌ ‌you‌ ‌will‌ ‌be‌ ‌able‌ ‌to‌ ‌experience‌ ‌all‌ ‌the‌ ‌
next-gen‌ ‌features‌ ‌that‌ ‌we‌ ‌talk‌ ‌about‌ ‌in‌ ‌the‌ ‌video:‌ ‌raytraced‌ ‌shadows,‌ ‌raytraced‌ ‌ambient‌ ‌
occlusion‌ ‌and‌ ‌AMD‌ ‌FidelityFX‌ ‌Variable‌ ‌Shading.‌ ‌These‌ ‌options‌ ‌are‌ ‌available‌ ‌to‌ ‌all‌ ‌
raytracing-capable‌ ‌graphics‌ ‌cards,‌ ‌regardless‌ ‌of‌ ‌the‌ ‌manufacturer‌ ‌(it‌ ‌works‌ ‌on‌ ‌AMD‌ ‌and‌ ‌
NVIDIA‌ ‌GPUs).‌ ‌ ‌



We‌ ‌are‌ ‌aware‌ ‌that‌ ‌these‌ ‌features‌ ‌are‌ ‌not‌ ‌that‌ ‌common‌ ‌in‌ ‌games‌ ‌yet‌ ‌and‌ ‌that‌ ‌not‌ ‌everyone‌ ‌
has‌ ‌the‌ ‌hardware‌ ‌required‌ ‌to‌ ‌enable‌ ‌them.‌ ‌We‌ ‌have‌ ‌not‌ ‌forgotten‌ ‌about‌ ‌you.‌ ‌‌The‌ ‌Prologue‌ ‌
mission‌ ‌has‌ ‌received‌ ‌some‌ ‌gameplay‌ ‌updates‌ ‌as‌ ‌well.‌
‌‌While‌ ‌the‌ ‌flow‌ ‌of‌ ‌the‌ ‌mission‌ ‌
remained‌ ‌largely‌ ‌the‌ ‌same,‌ ‌we‌ ‌have‌ ‌added‌ ‌some‌ ‌major‌ ‌quality‌ ‌of‌ ‌life‌ ‌upgrades‌ ‌that‌ ‌you‌ ‌
have‌ ‌been‌ ‌asking‌ ‌us‌ ‌for.‌ ‌The‌ ‌map‌ ‌itself‌ ‌has‌ ‌been‌ ‌slightly‌ ‌altered‌ ‌as‌ ‌well,‌ ‌so‌ ‌even‌ ‌if‌ ‌you‌ ‌have‌ ‌
already‌ ‌completed‌ ‌the‌ ‌mission,‌ ‌you‌ ‌have‌ ‌a‌ ‌great‌ ‌reason‌ ‌to‌ ‌come‌ ‌back.‌ ‌



There‌ ‌have‌ ‌been‌ ‌numerous‌ ‌optimizations‌ ‌done‌ ‌to‌ ‌the‌ ‌game‌ ‌engine.‌ ‌You‌ ‌should‌ ‌expect‌ ‌the‌ ‌
game‌ ‌to‌ ‌run‌ ‌much‌ ‌smoother‌ ‌now.‌ ‌If‌ ‌you‌ ‌would‌ ‌like‌ ‌to‌ ‌check‌ ‌how‌ ‌the‌ ‌game‌ ‌behaves‌ ‌in‌ ‌the‌ ‌
most‌ ‌difficult‌ ‌scenarios‌ ‌you‌ ‌can‌ ‌also‌ ‌try‌ ‌out‌ ‌our‌ ‌new‌ ‌benchmarks,‌ ‌available‌ ‌in‌ ‌the‌ ‌Steam‌ ‌
Library‌ ‌(select‌ ‌The‌ ‌Riftbreaker:‌ ‌Prologue‌ ‌and‌ ‌press‌ ‌‘PLAY’‌ ‌to‌ ‌bring‌ ‌the‌ ‌launch‌ ‌options‌ ‌up).‌ ‌
New‌ ‌benchmarks‌ ‌provide‌ ‌the‌ ‌results‌ ‌in‌ ‌the‌ ‌form‌ ‌of‌ ‌an‌ ‌easy-to-read‌ ‌table.‌ ‌Show‌ ‌us‌ ‌your‌ ‌best‌ ‌
scores!‌ ‌ ‌



We‌ ‌would‌ ‌also‌ ‌like‌ ‌to‌ ‌invite‌ ‌you‌ ‌to‌ ‌our‌ ‌Discord‌ ‌server,‌ ‌where‌ ‌you‌ ‌can‌ ‌download‌ ‌
community-created‌ ‌mods.‌ ‌‌They‌ ‌range‌ ‌from‌ ‌simple‌ ‌UI‌ ‌changes‌ ‌to‌ ‌custom‌ ‌versions‌ ‌of‌ ‌the‌ ‌
Prologue‌ ‌mission‌ ‌in‌ ‌the‌ ‌form‌ ‌of‌ ‌a‌ ‌survival‌ ‌map.‌ ‌They‌ ‌are‌ ‌definitely‌ ‌worth‌ ‌checking‌ ‌out‌ ‌and‌ ‌
can‌ ‌scratch‌ ‌the‌ ‌itch‌ ‌while‌ ‌you‌ ‌wait‌ ‌for‌ ‌the‌ ‌full‌ ‌version‌ ‌to‌ ‌be‌ ‌released.‌ ‌You‌ ‌can‌ ‌also‌ ‌apply‌ ‌for‌ ‌
Alpha‌ ‌testing‌ ‌there!‌ ‌Join‌ ‌us‌ ‌at‌ ‌‌www.discord.gg/exorstudios‌ ‌ ‌



Full changelog for December 8th, 2020 Prologue Update:


[h2]Features:‌ ‌[/h2]
  • ‌DX12‌ ‌is‌ ‌now‌ ‌the‌ ‌default‌ ‌render‌ ‌system.‌ ‌If‌ ‌your‌ ‌PC‌ ‌does‌ ‌not‌ ‌support‌ ‌DX12,‌ ‌the‌ ‌game‌ ‌will‌ ‌
  • automatically‌ ‌detect‌ ‌it‌ ‌and‌ ‌fall‌ ‌back‌ ‌to‌ ‌the‌ ‌DX11‌ ‌renderer.‌ ‌
  • ‌Added‌ ‌new‌ ‌graphics‌ ‌options:‌ ‌Raytraced‌ ‌Soft‌ ‌Shadows,‌ ‌Raytraced‌ ‌Ambient‌ ‌Occlusion,‌ ‌
  • FidelityFX‌ ‌Variable‌ ‌Shading.‌ ‌Each‌ ‌of‌ ‌these‌ ‌will‌ ‌get‌ ‌its‌ ‌own,‌ ‌in-depth‌ ‌article‌ ‌in‌ ‌the‌ ‌coming‌ ‌
  • weeks.‌ ‌These‌ ‌options‌ ‌are‌ ‌available‌ ‌only‌ ‌on‌ ‌DirectX‌ ‌12‌ ‌and‌ ‌when‌ ‌using‌ ‌a‌ ‌Raytracing‌ ‌
  • capable‌ ‌GPU‌ ‌(regardless‌ ‌of‌ ‌the‌ ‌manufacturer).‌ ‌
  • ‌Shadow‌ ‌penumbra‌ ‌set‌ ‌in‌ ‌all‌ ‌time‌ ‌of‌ ‌day‌ ‌events‌ ‌and‌ ‌biomes.‌ ‌
  • A dedicated benchmark for the GPU has been added, now with results readable by humans.
  • We added support for changing Mr. Riggs' appearance. Right now, you can choose from a couple of predefined skins. We will make more in the future, we also count on your creativity and hope you'll get painting soon!
  • Localizations were added to all research items. If a string in a given language is missing, it will default to English.
  • We added a stagger state for the player. Mr. Riggs will become staggered if it uses a melee attack on an entity that is resistant to physical damage. This is still very much work in progress, animations and effects are far from final.
  • Planetary Scanner screen was changed to feature an actual 3D model of Galatea 37. It also displays your actual geographical position on the surface of the planet and indicates where the bases in other biomes are located. This screen will be your mission hub.
  • New damage types were added, along with resistances. If an entity is immune to a given type of damage, you will see a highlight and a 'resisted' popup.
  • We added tooltips! Hovering the mouse cursor over an icon or any other menu item will now open a popup box with a description of the item.
  • We have completely reworked all the weapon models. Our goal was to make them immediately recognizable, without the need to look at the inventory screen or the HUD. The new models come with varying skins for each rarity level. They're also animated!
  • Oh, we also changed models for other equipment pieces - the Detector and mines of all flavors.
  • Missions now start with a fade from black. It gives a nice cinematic feeling (and hides the Matrix from you).
  • We have tweaked effect attachment points for weapons, so that the muzzle flash actually comes from the muzzle.
  • The settings menu screen has been slightly reworked to include a description box. Highlighting any option in the menu will display a short message describing what is affected by the highlighted option. This should help you choose the perfect settings for your setup.
  • There's much more wildlife in the prologue mission now, including birds!
  • Our super-cute drones are now even more cute, because they are animated!
  • New options have been added to the settings screen, as well as the Launcher.
  • Extended HQ upgrade level 1 attack timeout. Take a breath.
  • All weapons now have an icon based on the actual physical model you can see in the game.
  • CrashReporter: include configuration + version number in titlebar. Sometimes you send us screenshots of the crash reports. This will help us identify the version of the game you have problems with.
  • Loot items are now pushed away from the dying creatures with more force.
  • Last but not the least important - ENERGY CONNECTORS AND WALLS ARE NOW BUILDABLE THROUGH CLICKING AND DRAGGING. Praise Starbugs!


[h2]Changes:[/h2]
  • The Prologue map has been changed a bit, but since the affected area was a secret, we won't tell you what we changed.
  • New mech model and textures - Mr. Riggs is richer in polygons and more hi-tech now.
  • New Mech Destruction System. There is no need for creating destruction level maps for each skin - they will be automatically generated.
  • New wall models, that change on each upgrade level
  • New Sentinel Tower models, that change on each upgrade level
  • Mods are now more robust and should no longer disappear from your weapons and towers.
  • Our creatures now use a completely new state machine, designed to be faster and much easier to use.
  • If you minimize the game while loading, the icon on the Windows Taskbar will now flash once the loading is completed.
  • Updated fonts - we added some missing symbols and modified illegible letters.
  • HQ on higher levels does not consume power. It was a trap that turned many promising bases into piles of ash.
  • Wind turbines give more energy - changed from 6/s to 8/s.
  • Fixed the wrong value in Health Regeneration module level 1. It now restores 1hp/s.
  • Piles of loot now scale according to the amount of resources they contain.
  • New Resource Comet effect.
  • Tweaked drop rates for loot from all props. Smaller props give less loot, while bigger ones drop quite a bit more.
  • NodeCullerDesc deleted from all small props and some medium props. You can now move freely through small props.
  • Big cleanup in effects for enemies - Canoptrix, Arachnoid, and Hammeroceros. We removed redundant entries and optimized many little things.
  • Added render system to hud revision/TC info.
  • RenderingState: add `r_max_fps` - thanks to this variable you can now limit the maximum number of frames per second without turning on v-sync. No more whining condensers!
  • Decals, such as blood splats or scorch marks disappear gradually instead of just disappearing at an instant.
  • The mouse cursor will now react to changes in the mouse sensitivity setting immediately.


[h2]Fixes:[/h2]
  • Some missing lights were added to buildings.
  • All props now have the correct materials assigned to them and should behave as expected when destroyed.
  • Fixed crash in OnUnequipItemRequest.
  • Fix crash in building base while building floors.
  • Fix crashes from crash raporter.
  • Added hardcore description setup.
  • Fixed icons on interacitve screen.
  • Fixed localizations and offsets.
  • Possible fix for pause on steam overlay bug
  • Fix lock on energy connector creation.
  • Fix header display after loading game with streaming.
  • Fixed sword attack timers.
  • Fixed sword post attack glitch.
  • Fix materials on building modified.
  • Fixed dying after falling beneath the floor - now you will teleport over surface instead.
  • EntityModSystem: listen for equip/unequip events
  • Fixed research available when the HQ is destroyed.
  • Fix dissolving buildings on destruction.
  • Minimap: merge radar size fix, remove unused IsReady.
  • Fix player and skin icon in inventory screen.
  • Fix items after coming back to the main mission.
  • Fixed missing icons on buildings.
  • Fix vein missing effects.
  • Fix crash in OnBuildingSellEvent.
  • Fix reattaching bounds to building.
  • Fix crash in CustomizeControlsMenuScreen.
  • Fix crash in AugmentsMenuScreen.
  • Fix crash in EnvironmentService if id passed is invalid.
  • Fix crash in GuiControlsUtils if mech is dead.
  • Fix resetting cooldown on shields.
  • Fix crash in CustomizeControlsMenuScreen.
  • Fixed TimeDamage initial interval timer.
  • MinimapSystem: fix vertex sorting, fix for minimap markers randomly disappearing.
  • GameplayResourceDef: fix crash when overlaying ent files with `CostDesc`.
  • GameplayResourcePlugin: remove duplicated craft table loading code ( now only CostDescLoadPostprocessListener does it ).
  • LevelEditor: support for removing % of entities from selection.
  • RiftbreakerEditor: add EntityEditor & EntityModEditor modules.
  • TreasureSpawner: optimize SpawnTreasure ( should not extend loading time anymore ).
  • RiftbreakerApp: unregister crash handler OnShutdown.
  • DirectoryWatcher: fix possible deadlock when exiting an application.
  • Sound: fixed "enemies/canoptrix_move" gain and playback freqency, moved to "enemy_steps" group.
  • Keyboard: reset special keys state on focus lost, update on focus gain.
  • Fixed borderless problems.
  • Fixed multi monitors problems on DX12.
  • Fixed minimap after load.
  • Fixed hammeroceros 'run' sound effects.
  • Fixed animation graph freeze.
  • Fixed resource icons display overlapping.
  • Tweaked overrides in towers to fix bugs with multiple towers.
  • Fixed cheat_god_mode - now it works every time.
  • DestroySystem: fix empty frame between object removal and parts spawn.
  • Fixed minigun projectiles (position), also made them cheaper performance-wise.
  • SettingsMenuScreen: fixed 'reset to defaults' functionality.
  • Fixed planet_surface shader for the Planetary Scanner menu screen.
  • Tweaks for the grass (proper materials, more subsurface light). Gives it a more natural look.
  • Prevent crash in RiftTeleportStates
  • Fixed entering campaign if campaign is disabled. This one's mostly for those of you who like to change things around in the game files or use mods.
  • Fix mining not decreasing resources from the vein. Happened from time to time.
  • Fix crash when the mech dies while melee attacking.
  • Fix crash when floor is being built.
  • Fixed Exit Game crashes.
  • Insert english localization variable if other language is empty - no more empty strings!
  • Energy connectors are still all over the place.


[h2]Audio:[/h2]
  • We have started grouping sounds into clusters to achieve a better 'herd stampede' effect and to override the instance limits. Massive hordes of enemy creatures will sound terrifying now.
  • Lots of creature noise samples have been changed to give them individual identity and make them instantly recognizable.
  • The sound system has also been optimized to have as little impact on the performance as possible.
  • Our Granular Synth is finally working properly, which means we will be able to add dynamically changing sounds into the game, such as a Geiger counter.

Live on Twitch

www.twitch.tv/exorstudios