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DYSMANTLE News

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.

DYSMANTLE Leaving Early Access on Nov 16th!

Ok, we now have an official launch date for the PC version. This has been a long journey but we're finally there! You probably guessed after the last update that we'd be leaving early access soon since there's now an ending and all.

So, the date is: Nov 16th 2021. The exact time depends on your timezone but here in Finland we'll be pushing the release button so that the game would be available 14:00 EET. This means we'll push the button around 13:50 to account for any delays. This event your're reading is set to trigger 14:00 EET Nov 16th 2021.

We'll also host some launch festivities like a developer launch stream. We'll post a streaming event with exact details on that later.

Update #17: The End is Nigh ✌️



We're getting closer to the 1.0 release and leaving Early Access. The game finally has an ending, so you should now be able to finish the story and 100% of other goals you can find in the Collection. We're almost ready to launch!

Note that this doesn't mean we'll stop developing the game at the 1.0 version! We've still got plenty of things we want to add to the game after the launch. But more about that later!

Update Highlights


[h2]The Ending[/h2]

You'll be able to complete the game and see the end credits scrolling. After that, for convenience, you can get back to the game and continue completing your side quests, points of interest, etc. So keep calm and march forward to the end!

The final story titbits are also revealed, but I'm guessing some of you have already pieced most of the clues together. Some of the things are still left unknown, but we're hoping to add some more details about the events and things like The Ivory Man in the upcoming updates.

[h2]Steam Trading Cards and Badges[/h2]

All that stuff is now available! If you've already played the game for several hours, you should get a few cards instantly after this update. Good luck badging!



[h2]Localizations[/h2]

This new update adds in German and Turkish, but, again, the full list of upcoming localizations is as follows:

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


There are still some string shown in English, but the next update after this one should include all the remaining localizations for all languages. We'll probably keep tuning the localizations after the 1.0 release too, as going through everything takes time and we're not likely to catch all the problems right away. (We also haven't forgotten about the possibility of opening Steam Workshop for localizations.)

[h2]Leaper[/h2]

There's a new monster type in town! It'll jump at you! This should provide a bit more variation to the combat. We'll be making some more balancing and AI tweaking changes in the next patch as well.



[h2]Voiceovers[/h2]

The voiceovers (by real human actors) are now in. Note that the voice on the radio is supposed to be synthetic.

[h2]Obelisks[/h2]

Those mystical obelisks are now accessible and completable as Points of Interest. There's also a new quest related to them. It should start automatically when you go near one of the Obelisks.



CHANGE LOG


There are lots of smaller changes this time. Many limitations such as the XP Level Cap have been removed. We've also temporarily hidden some of the locked stuff (like those buildable ??? categories) that isn't yet ready for release. Most of that stuff will be added back in later when we've got time to properly polish them.

For full list of things see below.

[h3]ADDED[/h3]
- Access to the Ending at Crown Station.
- Access to the Obelisks.
- New enemy type Leaper.
- Level Cap is now practically removed (set at 300). Note that Skills will run out at some point (total 72 Skills in this version).
- Added one more Link Tower Ascension Level.
- Ark Level 2 accessible.
- Map shows POI levels (for example Link Tower ascension level).
- More sfx for certain interactions.
- New power attack gfx and sfx.
- New katana animation and sfx.
- New fish type - Zany Zander. Tied to fishing spot change below.
- New craftables (Sickle, Power Fist, Khopesh, Soldier Helmet, Soldier Uniform).
- Shadow detail levels.
- Turrets you've built are now shown on map.
- Obelisks, Tombs, Shelter, and Entryways show more info when clicked on the map.
- Myth Tablet voiceovers.
- Added Intro, Outro voiceovers.
- Added Crown Station audio log voiceovers.
- Saving user selected language setting.
- New quests to introduce the obelisks and the mana rifts.
- Loading save properly when clicking Play in MainMenu.
- Showing mini map arrow towards last player death position.
- Added German and Turkish localizations (work in progress like the others).
- Drawbridges are now Points of Interests too.
- Gamepad vibration support.

[h3]CHANGED[/h3]
- Updated Chinese and Russian localizations.
- Ex humans are able to spot the player through windows now.
- Rebalanced all fishing spots, including "normal" water. Gist of it is that player is able to get all fish types from normal water with very low percentages, while fishing spots themselves are more specialised and more rewarding.
- Weapon attack animation speeds and ranges changed.
- Weapon damage ranges and modifier types have been changed across the board.
- Weapon and secondary weapon modifiers will now be unlocked and enhanced via upgrades. This is in addition to damage.
- Raised proximity mine damage (48 -> 96 ) and halved the triggering time once enemy is within radius.
- Raised throwing knife and triple throwing knife base damage (20->33) and reworked modifiers. Should scale better.
- Some tombs were remade while others have been rebalanced.
- Optimized lighting shaders.
- Reworked invention tree flow and at which levels things unlock.
- Lowered initial backstab crit multiplier (2.0 -> 1.5) with the idea that it grows better over time instead of being too good right away.
- Lowered MG turret cost and buffed rocket turret turn speed, range and projectile splash.
- Progress percentages don't round to 100% unless you've got everything completed.
- Hid the missing buildable categories for now (will be added back later).
- Mana rifts now show up as "?" before completing associated quest.
- Material refining amounts and times changed and smelter & sawmill build costs reduced. This should encourage the player to build them wide to raise production.
- Farming yields , crop growth times and amounts of material needed to plant nerfed. Farming was still too good, where the player would gain absolutely huge amounts of food materials within few hours in the game.
- Last trinket and secondary slots are now able to be opened.

[h3]FIXED[/h3]
- Wishing Wells requests now limited by your max carry capacity. (Only for new requests.)
- Performance improvements.
- Some medals were uncompletable, while others were off by certain amount.
- Horde enemies do not twitch anymore while moving.
- Scroll speed with gamepad in maps is now consistent and does not depend on the map size.
- It is now easier to throw consecutive grenades especially when time has been slowed down.
- Fixes to actor 3D meshes and certain colliders.
- Tomb Guard damage was bugged and too high.
- Player can't dig through walls anymore.
- Fixed pyramid myth voiceovers.
- UI tweaks.


Up Next


We're almost ready to announce our Launch Date! The next update (#18) will be mostly about fixing and tweaking stuff. And trying not to break anything.

Even though the End is Nigh, there will be life after the end. We've got plans for both FREE update content and even some DLCs. There are features we still feel we need to expand a bit. We'll get to the specifics later, but for one the building aspect of the game definitely needs more stuff. We've also got (secret) plans for expanding the Undercrown. Aaand we want to deepen the game story, and ....

So I guess DYSMANTLE development isn't over any time soon :D

✌️