VoidExpanse: Pariahs' Bane

Added on 1 March 2017 by Lurler.

VoidExplorers, the time has come!

Today we’d like to officially announce that an Expansion Pack “Pariahs’ Bane” for VoidExpanse is ready for release and will be coming to our store and Steam on the 7th of March at the price of 4.99$ (with regional prices on Steam adjusted accordingly).

“Pariahs’ bane” expansion introduces a new playable faction, Pariahs, to the world of the VoidExpanse. Pirates, guns for hire and scum of the Void all came to respect and fear Pariahs, as they carved their way to power under the leadership of ruthless Shank Twice. Something is brewing within the faction and you will have the opportunity to find out what’s going on in a stand-alone storyline!

Some of the key features include:

  • Brand new faction storyline exceeding even the original game in length.
  • New playable renegade faction - Pariahs.
  • All new faction ships, ship equipment and items.
  • Quirky new characters to interact with and receive quests from.
  • New soundrack for both exploration and combat.
  • You asked for it - you got it! New capital ship is waiting for you! Unparalleled firepower, unique ship-computer with all new voice and more!

With the release of the expansion the original VoidExpanse game will get a massive update as well! The update is absolutely free for anyone who owns VoidExpanse.

Key additions in the update include:

  • The long-awaited crafting system - players can now use their mined ore to create components
  • Station management - players can install better defences on any station
  • New character skills and class - the Industrialist
  • Visual, UI and networking improvements
  • And much more!

Please find more information about the Expansion and the update, including a detailed list of changes on our forums!

Can't wait to give it a try? Prepurchase the game in our Store right now to receive your copy the second it is released as well as an additional Steam key!

Are you a member of the press or a youtuber? Feel free to get in touch with us to receive your press copy of the game.

Short status update

Added on 17 February 2017 by Lurler.

Greetings, friends!

It’s been some time since we've last given you an update on our progress, but worry not - we are working as hard as always behind the scenes :)

 

First of all it would probably be a good idea to say that we are working on something big for VoidExpanse. In fact we've beed working on that for more than half a year now. This will be our biggest update since we have released VoidExpanse two years ago! I don't want to get into too much details here as we will have a dedicated post with all the information later. But what I want to say is that the update will be a two part thing: we will release a huge update for the core game, but we will also release a separate paid expansion (or DLC if you prefer to call it that) that will include a completely new storyline (among other things), which is in fact about twice as long as the vanilla ones.

What this expansion is about? Here's a little hint: a lot of you guys asked for the possibility of becoming a pirate… Well, it's not exactly that, but hopefully you will like it! So wait for the future updates and don't forget to check our blog. If VoidExpanse is something you are interested in you will certrainly find this expansion to your liking!

 


Now, to the news about our newest game, CryoFall. Since our first closed test in January the team have done an incredible amount of work to move the game forward. Currently we are working on the sound system. We want to make it as flexible as possible and to encompass all modern technologies and tricks that can be reasonable put in! Hopefully when the system is finished we can make a detailed post and describe how everything works on the inside. With the sound system in place we can make the immersion much better. Especially considering the fact that it has multiple settings allowing us to make different objects sound differently depending on the situation and their interactions.

Our goal is the same as before - continue working on the game for the time being and then launch another closed or semi-open test.

I guess that would be it for now. We will have more news in the coming weeks. Right now there is just not much that I can show as most of the work happens on the "internals" of the game.

CryoFall Dev.Blog #14 - Closed Test Report

Added on 24 January 2017 by Lurler.

Greetings friends!

The main news this week is that we have just concluded our first closed test of CryoFall!

As you can imagine - everything went great and we are happy to report on it here!

First off, we'd like to thank all of the testers who were able to take part in the test. We are fascinated by the amount of positive feedback and useful suggestions you've shared with us both in the game and on the forums.

Another important point is that you guys confirmed that we are on the right track. This gives us confidence to continue more or less in the same direction we've been moving up to now.

So, what's next?

We plan to run another test in a few more months and by that time we expect to finish implementing all basic gameplay elements that weren't part of this first test. That would include basic sound and music systems, other gameplay mechanics (such as farming), basic PvP mechanics such as weapons, property ownership (e.g. doors with code locks), proper mob AI and in-game creatures in general and more. By that point we expect to have a fairly solid alpha.

As usual, we will announce the date in its due time, here in the blog. If you'd like to be notified please follow us here, on twitter or join the forums!

Anyway, thank you guys for your continued support! It may sound cheesy but we are really happy to see you guys as part of our community :)

CryoFall Dev.Blog #13 - World Editor

Added on 17 January 2017 by Lurler.

Greetings!

This blog post should be primarily our progress report, but we decided to include some information about our world editor for CryoFall, so let's start with that!

As you can see on the image it has quite a number of different editing tools. Everything is quite convenient and easy to use.

If you are curious the tools are (left to right):

  • Selector tool (select objects, see their info, etc.)
  • Terrain tool (edit the actual terrain)
  • Object placement tool (allows to place objects into the world)
  • Slopes tool (allows to add slopes between different levels of terrain)
  • Zone editor tool (allows to specify zones, like forest, monster spawns, loot spawn, etc.)
  • Map configuration tool (resize, etc.)
  • Macro tool (island generation, etc.)
  • World management tool (save, load, etc.)

Editor will be included in the modding tools later, and by the way, the editor itself as a whole is just a mod for the game! This goes to show just how much you can do with modding! We are anticipating really great things from the community with such powerful modding tools and unlimited creativity that you guys have! :)

Now onto the progress report!

In these last couple of weeks we focused primarily on the last few gameplay mechanics that are necessary to launch the closed test. Some of these include: adding new monsters, finalizing zone definitions (forest, minerals, mob spawns, etc.), player respawning after death, improved construction menu, hunger and thirst systems and more. Essentially we are tightening everything up for the test. If everything goes well we should be able to launch the test in just one week! Let's hope it's the case :)

In the mean time join us on the forums, we are constantly posting interesting screenshots and information about our curent tasks there, so if you are following the project you might find this interesting!

Oh, and if you haven't added your application to take part in the closed alpha test you still have time left - you can do that here!

Dinocide is now in Korean

Added on 28 December 2016 by Lurler.

Greetings, friends!

Today we have wonderful news for all the Korean players of Dinocide.

Thanks to great help from Dollpin who generously provided Korean translation for the game (and the Steam page) Dinocide now has one more language! Now you can save the day (and main character's girlfriend) from the monsters of prehistoric age in total of 14 languages!

We are really happy to see the game become accessible to more people of different cultures!

CryoFall Dev.Blog #12 - Progress report

Added on 27 December 2016 by Lurler.

Friends, it's time for our next update on CryoFall development.

Things are looking good as we've completed tons of things, including first prototype of character customization menu, added more items and what's really important - implemented more of inner mechanics that are necessary for the upcoming features.

In the image above you might have also noticed other small changes such as grass, rocks on the ground as well as a couple new items. In reality there are a ton of new things.

Though, as you can imagine there's still a lot to do, but we're still striving to make our first closed test as soon as we can!

Stay tuned and join us on the forums! :)

New Dinocide update - v1.4.6

Added on 21 December 2016 by Lurler.

Greetings!

Just a short update this time. We have just released a new version of Dinocide (v1.4.6). It mainly addresses a few issues that some players experienced.

To be specific:

  • Fixed issue with high CPU usage on some underwater levels that made the game unplayable to a small number of players.
  • Fixed gravity underwater when you complete a level or kill a boss. Now you won't fall down as if the water had disappeared.
  • A few other fixes that improved performance and stability (e.g. improved all underwater creatures AI processing, etc.)

Try it out if you haven't yet completed the game!

CryoFall Dev.Blog #11 - Medical System

Added on 12 December 2016 by Lurler.

Greetings, friends!

It's been quite a while actually. But we are finally done with the world editor for CryoFall and that means we can go back to adding gameplay content.

Today we want to share with you our most recent addition - the medical system for CryoFall.

As you know all the characters (and players) in CryoFall can get damage from multiple sources, and of course, you will need to tend to your wounds somehow. This is where this medical system will come in handy.

There are a number of items that the players can find or produce. These items can have a wide range of different effects and degree of potency.

As you can see above these are some of the medical items you can find in the game. First is "herbal remedy", it is a very simple recipe that most of the players will be able to acquire early on in the game. Then there is the bandage that can help you stop the bleeding and restore a small amout of health. And finally there are medkits and stimpacks. These are fairly advanced medical items that are much more effective, but require rare components to produce.

What are these medical components? Well, let's take a look at some of the basic ones. These four items are used to craft the "herbal remedy". Two kinds of medical herbs, a special kind of mushrooms and a tree bark. Not exactly a pinnacle of science but with this you will be able to produce a fairly effective medical item that will surely come in handy during the early game.

Later we plan to expand the medical system with more items and crafting recipes as well as advanced character effects (effects system is still in development). A simple example could be the "overdose" on stimpacks. While they can save you in a pinch they aren't exactly good for your body and if overused could lead to sudden death.

Anyway, I hope this was an interesting overview and I can't wait for you guys to try it in the game directly! We are working really hard to make this happen as soon as possible!

In the mean time, make sure to subscribe for our news, and join us on the forums for the discussion about the project!

New Dinocide update!

Added on 5 December 2016 by Lurler.

Good news for the fans of Dinocide!

We decided to make a few small improvements and adjustments to the game. So, the new update is now out! The update primarily focuses on fixes and balance adjustments.

Firstly it addresses a few small issues that might occur under certain circumstances, now these are all resolved. So the game should be perfectly stable.

And the second and more important change - we went back and tweaked the difficulty a bit to help these players that struggle on some levels. The difficulty curve should now be a bit more smooth compared to before.

Overall, I think this update improves the enjoyment of the game quite a bit!

CryoFall - Poll Results

Added on 22 November 2016 by Lurler.

Greetings!

Today we want to sum up the results of the CryoFall poll we recently conducted. There were surprisingly large number of replies in total. Honestly, we didn't anticipate such great interest. So, thank you everyone for your participation!

Now, here we want to show you some of the more interesting questions in the infographics below. The questions go along with small commentary from us, basically how we interpret these results. Naturally we conducted a much more thorough analysis than we were able to include in the infographics, but it should still give you a general idea of how we see the results.

Anyway, here it is:

You can open it in the full resolution by clicking this link.

If you have any comments - join our forums!

CryoFall status report & Poll!

Added on 11 November 2016 by Lurler.

Greetings, friends! It's time for a new update on the CryoFall.

Sorry for the lack of new dev. reports these past couple of weeks, We've been working hard on the game and it's getting closer to its first closed test as we promised! Currently we are working on the editor and a few other remaining things.

So, to better understand what our audience wants (you guys!) we'd like to ask you to participate in a poll that covers some important aspects of CryoFall.

Please follow this link to participate.

We are looking forward to hearing your opinion!

CryoFall Dev.Blog #10 - Industry

Added on 5 October 2016 by Lurler.

CryoFall development is progressing nicely as ever! So, this week, let's take a look at another point about the project. And specifically - the industrial aspect of it.

This is obviously directly related to crafting, as well as technology usage. And while we can't show you the multitude of planned features related to technology (electricity, transport network, communication network, etc.) what we can show is the crafting aspect of it.

So, here is an example of that:

As you can see, this is a general production pipeline for nitrocellulose (also called guncotton).

First, you need to find and mine pyrite ore. Then use special process to create sulfuric acid using chemical station. Then combine that acid with potassium nitrate to distill it into nitric acid. And then use that acid on fibers to finally create nitrocellulose! The actual process involves a bit more ingredients and steps, but essentially this is how you would produce nitrocellulose to create your ammunition for firearms.

That's actually pretty close to how it would have been done in reality. Obviously we are not aiming at 100% hard science here, but we want to give people a bit more than the ubiquitous "combine stone and a stick to get a stone axe" you see all to often in other games :)

Our approach here is to create meaningful technological trees where each player will be able to explore different areas of production and make something they feel would be most beneficial and interesting to them. This will be especially important on big servers where trade would be quite active. You will be able to sell your products to other players or join together and combine your efforts to achieve greater results.

We will probably return to that topic again later, when we can show you more of the technological mechanics of CryoFall. But for now - join us on the forums and let us know what you think about the approach we decided to take in regards to technology!

CryoFall Dev.Blog #9 - Creatures

Added on 28 September 2016 by Lurler.

Let's continue with our overview of CryoFall! This time we are looking at some possible creatures you can encounter in the world of CryoFall.

From the examples below you can get a decent idea what you can expect to see in the game. This is obviously only a small fraction, but as you can see we have both: normal animals, such as wolf or chicken, as well as some weird monsters like spider-scorpion-thingie or cloaked lizard, which normally isn't the size of a person, but here it is.

Each creature features a custom AI that determines its behavior making interactions with them a bit more interesting than simple "This animal is my breakfast!" or "Aaaaah! Help, help! something is chasing me!".

Another possibility we would like to explore in the future is the actual ecology simulation. Actual predators-pray chains where some animals will be hunting other and it will all be tied together with the world itself.

Anyway, that's it for this week report. We will continue next week as always. And good news is that we are getting closer and closer to our first closed test. We will probably start accepting applications to this test on our forums, so if you are interested - make sure you are part of the discussion!

CryoFall Dev.Blog #8 - The World

Added on 21 September 2016 by Lurler.

Let's continue with our preview of the CryoFall! This week it is time to talk about the world map. And as it so happens it's exactly what we are currently working on in preparation for our first closed test (of which you might be a part if you join our forums).

First, let's take a look at this concept image:

I think it looks quite interesting in terms of possible gameplay variations, especially with all the different biomes and climate. You can establish your settlement somewhere south and not worry about the food and other simple resources, or you can go north and find more valuable minerals, but procuring food may be a challenge.

This design is one of possible options we are considering for the game world. We are still undecided and will most likely adjust our requirements based on the first tests and user feedback, but it's good to have a few concrete options against which to judge any changes.

Anyway, let's get into more details about the game world.

 

Handcrafted map
The game world is partially handcrafted. Meaning that the world was randomly generated first and then sculpted by hands to make sure it is more interesting to play and properly balanced. This provides a much higher quality experience for the players (compared to "procedurally generated junk world" which we see all too often in other open world games) as well as ensuring that the world is sufficiently large. The main point here - we want high quality hand crafted map to spark interest in exploration, control of territory, trade and many other interesting activities simply impossible in randomly generated worlds.

 

Climate, biomes, flora, fauna
As in example picture above there are many different regions to the world, each with different climate zones. Each of the climate zones has different characteristics such as flora, fauna and landscape, as well as temperature, humidity and other characteristics that play a role in certain world simulations. As a consequence - each of these define gameplay in that region.

 

Player settlements
Players can travel the world and create their permanent base in some location that they find most suitable to them. Some zones may be a bit too difficult for new players, like for example the northern regions because of harsh weather and wild animals. But as the players progress in the game they can conquer even more land.

 

POI
As we mentioned quite a few times on the forums - it is not a prehistoric/medieval/modern times survival, the game is set in a sci-fi future which significantly changes all available content of the game. Same applies to POI (points of interest) which you can find in the world. Expect to see abandoned laboratories, military installations, city ruins and other locations. All carefully handcrafted by a designer.

 

And there you have it. That's the world of CryoFall in a nutshell. I hope you found this interesting. And as always, if you haven't already - visit our forums and join the discussion!

 

CryoFall Dev.Blog #7 - Multiplayer

Added on 14 September 2016 by Lurler.

Progress on CryoFall is looking good!

So, this week for our development log we decided to have a small party in the game and see how it plays, so we joined together in multiplayer. You can pretty much guess what happened next. When I asked "guys, just stand still for a moment, I want to make a screenshot for our blog" - everyone kept running wild, laughing, hitting each other with hatchets and doing other crazy things :)

But anyway, let's take a look at the screenshot below:

As you can see we have finally finished all basic systems that would allow to play the game together, build stuff, craft stuff, fight each other and do other things you'd expect in an open world multiplayer game.

To give you a bit of a summary on some of interesting systems that we had to finish before what you see above was possible:

  • Physics system
  • Network replication
  • Construction / repair system
  • Crafting system
  • Manufacturing system
  • Weapons and tools
  • Armor and defense system
  • Mining and gathering
  • Rendering routines
  • UI
  • etc...

Quite a lot of work as you can imagine, but we are getting close to our first closed test, where we will invite other players to try the game with us. There are still some other big tasks that are left obviously, but we are getting there!

As always, join the discussion about the game on our forums!

PS - if you are curious who's who on the picture: I'm the guy in the center (Lurler), who's holding a stone axe, below me is ai_enabled wearing Ushanka hat, our lead developer, above in the leather armor is our lead artist - Shefik, and at the most right is our PR Manager - Antubis (playing with a different nickname this time).

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