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Announcing DYSMANTLE: Underworld DLC šŸ’Ž



We're happy to announce that we're on the final development stretch of a shiny new DYSMANTLE DLC called Underworld! We were hoping to get this out before the summer vacations, but unfortunately things simply aren't yet ready for release. The current estimated Steam release date is some time at the end of August, so we're close!

The DLC will feature a new open world map called the Underworld. Note that this is not an Undercrown related thing, this will go way deeper -- and beyond. The story will shed some more light onto the mysterious event happening on the island, and almost all the existing game features are expanded in some way: there will be new quests, recipes, skills, monsters, weapons, outfit, headgear, fish, plant to farm, buildables, and so on. For those who survive the Underworld main quest, there will be a sweet and useful reward: among other earthly rewards, you will be able to fast travel between Campfires.

All this will arrive with the upcoming 1.1.0 update #24 which will also contain some free playable content. The focus will be on giving you more tools to build stuff like platforms, walls, furniture, etc. We're expanding the main island a bit to give you some more room for your building activities and to add some Quests related to it. But more on that later!

You can find out more about the Underworld (and perhaps wishlist it?) at it's Steam page here:

https://store.steampowered.com/app/2004110/DYSMANTLE_Underworld/

The next step for the team is to once more recharge our batteries with the traditional Finnish 4-5 week summer vacation. This long break makes it up a bit for having to live in a cold and dark country like Finland. This might not be the best time to make that statement though as it's midsummer (Juhannus), which means that the sun basically doesn't go down AT ALL. It's surreally bright during the night time. Also it's almost 32° Celcius (~90°F) outside right now, so... not exactly cold. But it can get -32° during winter!

Anyway, have a great summer everyone! (Missing the office AC already.)

šŸ’Ž

Update #23: Touch-ups

[h2]Version 1.0.4: Touch-ups[/h2]

This is a minor update with many smaller tweaks and balancing updates. The next update (1.1.0) will be a big one!

[h2]Change List[/h2]

[h3]ADDED[/h3]
- "Dentured Fangs" and "Berserker Charm" can be upgraded. They were also rebalanced.
- New spit attack pattern for the "Puker".
- Traditional Chinese localizations.
- Performance improvements.

[h3]CHANGED[/h3]
- UI tweaks (mostly for touch interfaces).
- Text size tweaks.
- Language menu sorts languages by language code (always shows reference language first).
- Language menu sets cursor focus over current language.
- Buffed the "Leaper" enemy damage on all attacks a bit as the enemy was underperforming compared to specs.
- Buffed trinket effects for "Shock Absorber" and "Rabbit's Foot".
- Plant beds can now be destroyed with a shovel.
- The survivor now respawns at the home shelter if he dies consecutively three times in a very short period of time.
- The collection now shows zero for materials that the player does not carry or have in the storage.
- It is now possible to walk through a dead co-op player.
- Invention notification now makes a sound.
- Hunting rifle now has modifiers for all upg levels (conceptually a high crit dmg & chance weapon).
- Added fishing xp buff modifier to "Tackle" an fixed some faulty modifiers.
- Invent screen has less empty space around the grid.
- Faster material pick up (more materials picked up at once).
- Russian now uses the sama font as other languages.

[h3]FIXED[/h3]
- Quest text locations show up properly in all stages.
- Not possible to destroy "Fortress" entrance doors through the main gate any more.
- Localisation fixes.
- Fixed an issue with the "Ark" level 2 door not opening when it should.
- "Riot Shield" HP now shown correctly after quick swap.
- Materials do not disappear anymore when starting a co-op game when saving is not possible.
- "Arcade is dead" cabinet can now be searched only once.
- Fixes to faulty positioning of co-op player spawns.
- Usual open world glitch & actor fixes.
- Campfire achievements now uses the correct amount of campfires.
- Radio achievement now takes into account radios in shelters.
- Fixed discrepancies between some texts and voiceovers not matching.
- Fixed slider value changing with gamepads and keyboard.
- Fixed Crowbar missing most of its upgrade effects.
- Timed crate gold medal had wrong amount of crates found required (51, is now 52).
- Fixed main quest getting stuck by not acknowledging all the found fuel cells.

Update #22: Survivor's Log šŸ““



Boom! Another patch has just dropped!

Do note that, even with the boom and all, this is mostly a maintenance/fix update. However, there is a couple of new quality-of-life features included.

One of the new things added is something that has been requested pretty much since the first early access versions. There can be lots of things happening at once if you run around in the wide open world. You may not always have the time to read the texts thoroughly while being eaten alive at the same time. So now, if you notice you missed some text, you can go to the new Text Log screen and go through the lines again. The screen includes pretty much all the texts you see in the game world (all the protagonist "thoughts", read bulletin boards, notifications, etc).



The text is visible for the duration of the game session only, so after you save & exit, all that text is lost like tears in the rain. (In other words, the save state doesn't contain these texts.)

Another requested feature has been a quick menu for swapping your active items. After unlocking all four tool slots, it can be a chore to cycle through them all by pressing the switch item button repeatedly. So now long pressing the button pauses the game and opens up a menu like this:



I hope this will reduce the unnecessary swapping cycle. (This will be also be the primary way to swap items in the upcoming mobile version.)

As usual, full list of changes can be found below.

CHANGE LOG


[h3]ADDED[/h3]
- Added Survivor's Log screen with texts you've encountered during this game session.
- Quick Swap Active Items menu (Hold down item swap button).
- Performance optimizations.
- Camera distance slider.
- Caribou can be tamed.

[h3]CHANGED[/h3]
- UI tweaks.
- Wood pile drops more wood.
- Storage Box Upgrade available sooner (level 8 after crafting the Sleeping Bag).
- Builder's Kit requires Fabric instead of Iron.
- Breaking foliage, tableware or farmables don't cause freeze frame effect.
- Allowing using gamepad DPAD for navigating CarriedMaterials screen.
- Smelters and Sawmill can now use carried materials.
- Lowered smelter & sawmill build costs, to further encourage building multiples of them.
- Lowered amounts needed to refine most materials, but increased the time to complete.
- Roughly doubled the amount of "fuel" provided by refining building fuel sources.
- New HP and Level icons.
- Red-blue color blind friendly player colors in color blind mode.
- Increased map cursor speed and tweaked its sensitivity when using a gamepad.

[h3]FIXED[/h3]
- Localization fixes.
- Crash related to loading new areas.
- In case player did not get a fuel cell drop from killing the bosses, installing fuel cells should still be possible if bosses are dead.
- Fixed an issue with the "Volcanic Trail" quest where the player did not light up the campfire at Vulcan.
- Usual open world glitch and issue fixes.
- Changed the tomb "Shining passageway" a bit so the player can't get stuck.
- Added POI markings to a couple of quests that were missing them.
- Fixed Smelter and Sawmill HUD font scale and icon colors.
- Campfire menu Inventory button opens the inventory for the correct co-op player.
- Crash when loading a save with too many times fished (over 6k fishes).
- Fixed a sequence skip in "Last Stand".
- Fixed fishing in certain spots.
- Aiming now stops correctly, when the player changes equipped tool.
- Improvements to "run toggle".
- Material slots no longer overlap with the map.
- Hiding fabricator recipes in Invent screen.
- UI scale fixes.
- Showing unlocked recipes properly in collection (doesn't happen automatically for old saves).
- Throwables now hit targets more reliably.
- Destroyed wall caps do not block melee attack anymore.
- Camera z near/far fixes.


Up Next


I know it's the same story as before, but we're still working on releasing the game on other platforms. At the same time, part of the team is designing and implementing the new content for 1) the next bigger free content update, and 2) the upcoming DLCs. We're pretty much on schedule. Still not sure if we're going to do yet another smaller patch before the next bigger patch, but we'll see.

As for the next content update, here's a little work-in-progress sneak peek:



You may be able to figure out what's that all about! But I do want to make it clear that it will take some time before this will be available. The best estimate at the moment is 2022/Q2.

Stay tuned!

šŸ““

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