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DYSMANTLE News

Update #21: Italian Update šŸšŸ•



After hanging around in beta for quite some time, the Italian localization is now available for everyone!

(Also not sure if I should to apologize for (deliciously) reducing Italian to šŸšŸ•. But forget Michelangelo, Galileo, Leonardo, and folks -- pizza is where it's at! Especially šŸšŸ• #teampineapple.)

Anyway, this patch is a smaller maintenance & fix patch with the usual bunch of improvement and tweaks. The performance (as in frames per second) should be up to 30% better as we've been optimizing the game and the engine for lower-end hardware. For other changes, see the full change list below.

CHANGE LOG


[h3]ADDED[/h3]
- Italian localizations.
- Performance optimizations.
- Option for player indicator circles to tell co-op players apart more easily.
- Green dot indicator for gear you can afford to upgrade.

[h3]CHANGED[/h3]
- UI tweaks.
- Allowing using larger windowed resolutions but hiding the window title bar and using thinner frames in those cases.
- Decal tweaks and sharper sources graphics.
- Player no longer receiving damage during cutscenes (prevents you from dying to poison puddle while you can't move).
- Launchpad tunnel doors are now always open if the player has finished the game.

[h3]FIXED[/h3]
- Localization fixes.
- Player death position set properly for both of the players (using position for whoever dies the last).
- Acquiring map happens right after you leave the first link tower even if there are notifications queued.
- Showing built structures like turrets in the map before loading the actor type assets.
- Fixed quest items in "Hot Head" not returning to destructible when they should.
- Walking animation does not get stuck anymore during "Warm up the engine" main quest phase.
- Saving now works correctly when exiting the game while sitting on the campfire.
- Clicking special tool icon now correctly changes the special tool instead of the primary weapon.
- Mouse and gamepad controls now use the same minimum and maximum camera tilt values.
- Usual open world fixes to visual glitches and some objects.


Up Next


We're still working on releasing the game on pretty much all the meaningful platforms out there. The new content will be available after everyone gets the 1.0 version, so it may still take some time. The estimate for the first content update is still Q1 (this year).

We may or may not release another fix update before that. Basically it depends on if we're able to fix enough of those smaller things you've reported. There are lots of minor bug reports waiting, but we simply don't have the resources to fix every single one of them. For example we know that if you enter a tomb with all the slots filled with materials you can't drop (such as fuel cells or mana stuff), you're not able to pick up the tomb reward nor leave the tomb. You're stuck, so you have no choice than to restart the tomb, go and store your materials, and do the tomb again. Ideally there'd be a more elegant solution to this, but as this doesn't get you permanently stuck, it's fine for now.

Happy new year and buon appetito!

šŸšŸ•

Update #20: Hot šŸŒ¶ļø Fixes!



First of all: thank you everyone for the successful DYSMANTLE full launch! If you're reading this, you probably had something to do with it! Yay!

The transition from Early Access to Full Version went better than we anticipated. Nothing blew up! (Unless you ask macOS users who had some terrible crash issues for a couple of days, but all that is fixed now. Apologies.) The game is selling pretty well, which is a nice bonus for a small indie studio like us. It also means that it makes sense for us to continue developing the game longer. It's good for everyone!

So, the first hot fix update is here. This one is pretty straightforward reaction to all the feedback and bug reports you have sent. Keep those coming! There are also a couple of smaller new things such as the options icons, but mostly this is about fixing stuff like localizations, quest phases, and audio issues.

This is the Update #20 with build number 1.0.1.x. Wonder what happened to Updates #18 and #19? They didn't have a fancy Steam announcement like this, but #18 was the Release Candidate version and #19 the Launch Version 1.0.0. So we aren't as bad at counting as people are saying. We're just bad at spelling our game names properly. But that's fyne.

Anyway, without further stalling, here's the change log...

CHANGE LOG


[h3]ADDED[/h3]
- Option screen tab icons.
- More resolutions visible in resolution selector (Windows and macOS).

[h3]CHANGED[/h3]
- UI tweaks.
- Both players now sleep when sleeping at the campfire.
- Changes to numerous object parameters, such as hp, dmg threshold and drops.
- Buffed katana "DMG to monsters" parameter.
- Initial Bandage invent cost raised a bit.
- Increased Lumberjack damage vs trees.
- Removed main quest Crown phase where you needed to visit the Collapsed Road to continue.
- Changed Crown Station Tomb puzzle to a simpler one.
- Slight Tomb Guard damage reduction.
- Adjusted the 'Displaced' quest.
- Stage sounds are suppressed while playing myth tablets.

[h3]FIXED[/h3]
- Localizations (still some strings waiting for translation).
- Audio crash (macOS).
- Fixed material magnet and retweaked modifier.
- Numerous open world fixes to graphical glitches.
- Slight optimisation to open world.
- The quest "Displaced" now only rewards xp upon completion.
- The main quest now correctly progresses to the "link relay" phase after scanning for relays.
- Monsters are able to traverse through opened drawbridges now.
- Power attack effects should not appear anymore during normal attacks.
- Player can now press the run button down while exiting the camp fire screen.
- Fixed saving game for Windows user names with special characters.
- Audio system falls back from XAudio2 to DirectSound if early initializations fail.
- Fixed a bug that sometimes caused wandering enemies to get stuck on obstacles.
- "Archaeological Expedition" quest phase fixes if the player has skipped portions of it by mistake.
- Releasing a combined running/dodge button while running and changing weapon at the same time does not start dodge rolling anymore.
- Potential fix for a bug where player's falling animation keeps playing forever.
- Material slots cannot hold negative amounts anymore.


Up Next


We're working on three DYSMANTLE related things at the moment: 1) fixing stuff, 2) creating new content, and 2) bringing the game to other platforms. We're optimizing our engine for some of the performantionally (it's a word) challenged platforms, and all that will eventually benefit Steam users as well.

All this will keep us busy for at least the rest of 2021, so you can start expecting new stuff in 2022 Q1. We'll likely release more of these minor patches before that though. We're hoping to add Italian localizations before Xmas too.

Hot DYSMANTLING everyone!

šŸŒ¶ļø

DYSMANTLE - The Most Relaxing Sit Back Post-Apocalypse!

So, it seems we have this thing called Steam Awards. We actually had some trouble categorizing the game. Here are the categories and our thoughts.

"Game of the Year" was maybe too brave for us. We think DYSMANTLE is great - but is it the best of all throughout the whole year?

"VR Game of the Year" - This wouldn't fly.

"Labor of Love" sounded good - however DYSMANTLE has been out for only a week as a full version and the description mentioned "been out for a while"

"Better With Friends" - well I guess we could have gone with "Better With a Friend Sharing the Same Screen". To be frank, there might be truer multiplayer games out there.

"Outstanding Visual Style" was something we thought for a while - DYSMANTLE has a distinct style and it is well executed. So this was an option. However, then we thought that a lot of games want to be this one and some of them are quite stylish.

"Most Innovative Gameplay" - well, we've played games like Baba Is You so we really couldn't choose this.

"Best Game You Suck At" - that would imply the game maybe has a steep, but rewarding learning curve. We think DYSMANTLE isn't that - it's quite easy to get into and not too stressful.

"Best Soundtrack" - well, we do have some music. But no, some games have a dozen and more good tracks.

"Outstanding Story-Rich Game" - we do have a story and it's quite interesting actually. But then again we thought there are games which actually focus on gripping storytelling so we skipped this.

"Sit Back and Relax" - Hey, you can actually do this with DYSMANTLE, especially if you compare it to other post-apocalyptic starvation-fueled wasteland warrior games. So we have a winner: DYSMANTLE is probably the most relaxing post-apocalyptic survival game!

So, that's our category of choice "Sit Back and Relax" - with the most relaxing post-apocalyptic open world survival game!

And that's our choice - you can obviously choose differently. In any case, have fun in DYSMANTLE!

1.0 Out Now

Today you can play DYSMANTLE as the 1.0 version. The game is now complete with all the planned features, content, localizations so far. So, you can complete the game completely and even continue playing after that. We're so happy to reach this point and we hope you'll enjoy playing DYSMANTLE!

That said, we'll still have more to come, so stay tuned for future updates - and maybe even a few surprises!

But for now, go for launch!




[h2]Change List[/h2]

Localizations

The 1.0 adds localization support for these languages:

  • English
  • Simplified Chinese
  • Russian
  • German
  • French
  • Spanish (Spain)
  • Japanese
  • Korean
  • Turkish
  • Portuguese (Brazil)


There are also some very minor fixes which you can view in the in-game change log.

Developer Launch Live Stream

Tomorrow is the day - the launch day. To celebrate we'll host a developer launch stream. Two brave DYSMANTLE developers will play the game until exhaustion. Well maybe not exhaustion, let's say that until a suitable ending.