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DYSMANTLE News

Coming Up Next



Just a quick note for those who have been waiting for another update to drop. I know we've been pushing those out weekly so far, but because the next one is a bit bigger, we'll need some more time implementing everything. We're close, and it's coming next week though!

So just to recap, the next update will open up a new game area (yeah yeah, BEYOND THE WALL), give you access to a few new inventions, increase the level cap, and... let's you operate that large yellow(ish) thing with the saw blade you see in the pic. Any idea what you wood use that for?

Going even further, the next updates after that will (obvs) open up even more game areas, and eventually even the legendary 👑Crown Station, but also add new game mechanics and features such as Combat Obelisks, Building stuff, and Night Terrors. We'll also have a "Lore, Myths, and Legends" update planned which will shine more light on what has been happening on this strange strange island. Eventually it will all make sense. Hopefully.

So until next week!

🌳

Update 0.6.3 "Suggestions & Feedback"



Now available for everyone!

Lately we've been doing two things: developing the next area BEYOND THE WALL, and reading through your feedback. This (v0.6.3) update will be still about reacting to your feedback and implementing your suggestions, but the next one (v0.6.4) after this will be about adding more content and a new game area. BEYOND THE WALL!

So we've been keeping reading the reports you've sent in. To be exact all the 4104 reports you've sent in so far. And that doesn't even include all the feedback we've gathered from the forums, YouTube/Twitch videos, emails, angry people yelling on the street next to the McDonalds, etc. It has been... Overwhelming. We are (of course) very grateful of it all.

Anyway, we've organized the feedback into a nice loooong Google doc, and we're going through it in the order we get from the formula significance divided by the_time_it_takes_to_implement_it. To highlight one of the most requested things, here's a screenshot of the UI used to take materials out of the Orange Box.



Full list of changes follows.

VERSION 0.6.3


[h2]ADDED[/h2]
- Level Cap is now 23!
- New craftables now accessible: Weight Lifting Gloves, Storage Box Upgrade.
- Added option take materials out from Storage Box. Requires the Storage Box Upgrade.
- Added material Auto-collect setting (in Collection -> Materials).
- Secretly developing the next areas (not yet accessible in this build).
- File 'rename_to_developer.xml' which can be easily used to enable logging in case of issues by renaming it to 'developer.xml'.
- Gameplay option for having the camera rotate based on player movement direction.
- Gameplay option for having the camera y axis rotation direction inversed.
- GEMBINE now gives material rewards for worthy scores.
- Locked doors are now Points of Interests. You can complete the POIs in previous states if you close/open the door again.

[h2]CHANGED[/h2]
- Usual changes and tweaks to multiple object HP and DMG thresholds.
- Dodge roll speed is now slower than running.
- Wandering enemies are now avoiding water more than before, but they will still run and drown occasionally.
- Bandage now heals during the animation and can be cancelled.
- Trinket slot unlock limits tweaked.
- Minimap north marker easier to spot.
- Camera can now be tilted slightly further (about 6 degrees more) to show more of surroundings.

[h2]FIXED[/h2]
- Wishing well sound loop is no longer playing after exiting the reward screen.
- Numerous open world bugfixes.
- Inventory now shows correct Fahrenheit temperatures.
- Bug regarding drown.
- Improved blocked door detection.
- Player animations with Link Towers, Link Relays, and Terminals.
- Collision detection issues.
- Buried treasures.
- Fishing animation cancelation.
- Now using less memory allocations.
- A bug that sometimes made it difficult to destroy objects that had an indestructible parent.
- Rare crash to desktop issues.

We've still got plenty of feedback to implement, but we'll slowly move more weight on implementing new stuff as well. That is, after all, the single most requested feedback item.

📫

Tesla Force Now Available - Start The Lovecraftian Monster Onslaught!



Get ready for the ultimate Lovecraftian Monster Onslaught - Tesla Force is now available! Just go here:

https://store.steampowered.com/app/1149710/Tesla_Force/

Update 0.6.2 "Lumberjack" 🪓



The second patch is now available in the main default branch!

The update contains many fixes and tweaks based on your great feedback, but the biggest noticeable new thing will probably be being able materialize your absolute and unconditional hate towards the trees (*) and such. Cut 'em down for resources if you feel like it. Axe the ex-humans like there's no tomorrow.

Also, you'll get to play GEMBINE! You already know where the cabinet is, right?

VERSION 0.6.2 - LUMBERJACK 🪓


[h2]ADDED[/h2]
- Level Cap is now 22.
- Added new craftables (such as Axe, Lumberjack outfit) for levels 20 to 25 (accessible upwards to level 22).
- New craftable "Painkillers", unlocked at lvl 4, heals faster than bandage, but only 10hp per use.
- Master Lockpick (not inventable yet).
- Mouse camera rotation key is now rebindable.
- Gameplay option "Store materials when resting" which can be used to disable auto-storing stuff on camps.
- 4K resolution graphical assets for the map.
- Clicking minimap doesn't open map anymore (too many mistake clicks). Added gameplay option "Open map by clicking minimap" which can be used to reverse this.
- Saves are backed up automatically. If you lose a save, you can get an old one back manually.
- Access to GEMBINE!

[h2]CHANGED[/h2]
- "Bandage" is now craftable from level 6 onward and placed in the tree after Painkillers.
- Changes to bottom branch of the invention tree to accomodate new craftable.
- Improvements to how map screen texture is generated.
- Deer have a higher chance to drop HIDE, Caribou are faster and tougher than deer, but have better drops.
- Radios won't be destroyed by destroying the table below them anymore. Temporary fix for now.
- Rebalanced drops, HP and DMG thresholds of tens of objects ranging from DMG threshold 30 onwards.
- Rebalanced HP and DMG thresholds for barbed concrete, barn, exclay and wooden walls.
- Berserker Charm damage buff changed to vs. MONSTER (as it was supposed to be. Sorry!).
- Increased Baseball Bat damage by one. Caps at 40.

[h2]FIXED[/h2]
- Show emojis option is saved ːsteamfacepalmː
- The notepad in "Prison Break-In" quest is now indestructable before player interaction, destroyable afterwards.
- Added a check to "Prison Break-In" to enable people to progress if they hold the key and the notepad was destroyed prematurely.
- Auto-lock improvements.
- Unable to "double plant" anymore. The player character would make the animation twice, but wouldn't otherwise use resources or generate another plant.
- Explosives shouldn't cause plant beds to move around anymore.
- All acid utilizing enemies are now immune to acid damage.
- Lethal falling and lava planes now always kill the player.
- The player can not dig on bridges anymore.
- Opening a pause menu now stops player's melee animations so that it is safe to change the active tool.
- Added drops to multiple objects previously lacking them completely.
- Numerous open world bugfixes.
- Rare crash to desktop issues.

So this is available in the main default branch now. If needed, you can go back to the previous default by changing the branch to 'previous_default' like you would to 'beta'. Check out DYSMANTLE FAQ for instructions if needed.

(*) I almost feel sorry for the poor trees on the island. But do bear in mind these trees have zero positive effect on absorbing carbon dioxide emissions, so feel free to go crazy. If anything, cutting them down will probably make the game run faster/lighter and thus uses less CPU/GPU resources. Everyone wins.

🪓

First Patch 0.6.1 Now Available!



I don't think it's an exaggeration to say that we're overwhelmed about the response to DYSMANTLE Early Access launch so far. This has been by far the best launch we've ever had on Steam -- and we're only getting started. So BIG thanks to everyone!

But no time to rest on our laurels! We've been reading your feedback & bug reports, and cooked up the first patch that will fix tons of smaller issues already reported. We've also managed to squash a couple of crash-to-desktop issues that were showing up in the reports. We're also slowly raising the Level Cap.

Here's the more detailed list of changes (also visible inside the game in Change Log menu).

[h2]VERSION 0.6.1.X[/h2]

[h3]ADDED[/h3]
- XP Level Cap is now 21.
- 'Vignette' Graphics option (previously always on).
- 'Film Grain' Graphics option (previously always on).
- You can now relisten Radio Broadcast in Points of Interest menu.
- 'Show Emojis' Gameplay option. Can be used to hide most emojis ːsteamsadː
- Digged up treasures now show up in map.

[h3]CHANGED[/h3]
- Lowered intro and boss music track volumes by a few decibels.
- Increased player map unexplored fog reveal radius by 33%.
- Making sure certain Skills are presented as options on early Level Ups.

[h3]FIXED[/h3]
- Static enemy path planning optimization.
- Gaining XP after internally getting enough XP for Level number (Level Cap + 2).
- A couple of uncommon crash to desktop issues.
- Tons of glitches and level bugs reported through Bug Report feature.

We've been running this 0.6.1 update in beta branch for a while, and it looks like stable, but if you experience any issues, you can go back to the older 0.6.0.8 build by switching the branch to 'previous_default' the same way you would when switching to 'beta' branch. There's FAQ instructions for this on Discussions.

We'll drill into more issues in upcoming patches, and of course keep reading your new feedback and bug reports. We're also trying to spend as much time as possible on developing new content. We've got so much stuff planned (and some already implemented) for this, can't wait to show it to you guys!

ːsteamhappyː