CryoFall Dev.Blog #5 - Crafting

Added on 31 August 2016 by Lurler.

And here's another CryoFall development blog! This time let's take a look at another important feature from the list of basic mechanics. That would obviously be crafting.

We evaluated a lot of possibilities for crafting implementation, especially in relation to requirements we set for the design and balancing of the game. One of the requirements was to allow people many ways to specialize their characters to make each player contributions valuable for the server. This necessitated the game to have branching tech tree and that in order determined our choice of crafting system.

Essentially crafting of new items can be accomplished in several different ways:

  • Hand crafting - items can simply be crafted from inventory. This is obviously only possible for the most basic recipes which available to all players.
  • Station crafting - essentially the same as above, but requires a specific crafting station. For example "workbench" would give you access to some more advanced recipes compared to what you can craft in your inventory.
  • Manufacturing stations - This is a completely different type of crafting. When you start crafting here, the item will be added to the queue of the station itself, rather than your own personal crafting queue as in the two first options. Example of such manufacturing station would be an "assembler machine" that would manufacture different high-tech items.
  • Auto-manufacturing stations - These are similar to the above, but they select the appropriate recipes automatically. Well, they function very similarly to "furnace" in minecraft. You just put some ore and fuel and boom - it will automatically start refining that ore for you. No additional hassle needed. Example of such stations include: grill, drying cabinet, well, furnace as mentioned above and a few others.

We have yet to decide on the actual terminology, specifically how to name these types of crafting stations, but the mechanics are there.

And here are some screenshots:

Above you can see an example of such crafting station. In this case it is a "chemical laboratory". You can craft different chemicals there. Number of recipes is still tiny, as we just added it into the game. Plus it doesn't even have categories. All of that will come later.

And that one is current implementation of the basic "furnace". Just place your ore and fuel in there - it will convert it to metal. With further player advancement in the game there will be more advanced mechanics for metal refining. Such as using different and more complex processes for that, including other chemicals to increase yield.

Another thing I want to mention - the UI in both examples above is obviously still mostly a placeholder and as the game progresses we will significantly improve the visuals.

Anyway, that would be it for today's blogpost! I hope you found it interesting. As always, don't forget to join us on the forums!

CryoFall Dev.Blog #4 - Inventory

Added on 24 August 2016 by Lurler.

Let's continue with our CryoFall discovery and explore another facet of the game. This time it's something simple, but still very important. In fact this is an element of the game you will be seeing most often and that is of course the inventory screen.

As with our other design choices the inventory screen is extremely simple and self-explanatory. However it hides a lot of interesting nuances, so let's take a look.

Firstly there is the defense stats on the right - we discussed the damage types in our previous blog post, so you can go back and read it if you haven't seen it yet. So, when you equip a piece of armor or equipment you will see your defense stats go up accordingly.

Next is the character itself, all equipment will be visually represented on your character, so you can choose something that looks cool. This is a multiplayer game, after all.

Next, and the most interesting part is the actual inventory slots that your character can use. There are three basic equipment slots (head, body and legs) as well as two additional slots that a race specific (yup, there will be different races in the game). And on the right - there are five "device" slots that allow you to equip some special devices. This can be anything, from simple flashlight or portable battery pack to something like "force field generator" and so on.

And there you have it. I'm sure you will enjoy the simplicity, yet tremendous depth of the game we are building! :)

As always - don't forget to join us on the forums and let us know what you think!

CryoFall Dev.Blog #3 - Armor & Damage model

Added on 17 August 2016 by Lurler.

It's Wednesday now, so it means we are going to continue talking about CryoFall. Last time I explained about weapons in the game, so this time it would be logical to take a look at the opposite side of the equation - the equipment in the game.

Above you can see some simple pieces of equipment: normal clothes, as well as some military gear.

Each piece of equipment provides a number of bonuses to your character, but main thing why you would want to get yourself good gear is obviously for its defense stats. So, how does it all work?

Above you can see the icons for all damage types available in the game, but let's go over everything and see what's what.

  • Rupture (icon with three slashes) - combines different melee attacks, mostly from monsters, but also from other sources.
  • Impact (icon with bullet holes) - generally represents defense against kinetic weapons (you know the "pew-pew" kind).
  • Fire, Cold, Electricity, Chemical, Radiation, Psy - represents defense agains different enviromental hazards as well as some specialized exotic weapons.

Before settling on this list of damage types we had a whole list of types that we were considering. If you are curious: Impact, Blunt, Slashing, Rupture, Piercing, Burn, Freeze, Chemical, Poison, Radiation, Electricity, Explosion, Psy. But in the end I think what we have now covers the most diverse array of possible weapons and enviromental effects without overcomplicating the system.

VoidExpanse v1.7 is here!

Added on 12 August 2016 by Lurler.

VoidExpanse is updated to v1.7.0. That took quite some time to do, but it is a very important update! Not only does it address numerous issues reported since the last update, but more importantly it has some internal changes to allow for more updates later. So, let's see what happens next!

As always you can find the detailed list of changes on our forums.

CryoFall Dev.Blog #2 - Weapons

Added on 10 August 2016 by Lurler.

We've been considering several topics for this blog post, but in the end I just want to show you some cool art we have for the weapons in the game, so here it is!

Below you can see some of the weapons currently available in the game. As you can see there is a clear progression from the most primitive weapons (like bows) towards a more advanced options. And at later stages of the game you will be able to use some of the futuristic weapons as well, such as plasma rifles, railguns and such.

But that's not the full extent of it! We were able to go one step ahead of most other games and have a few more interesting features:

Firstly, we implemented a universal system that allows us to create completely different behaviour for each weapon, based on the proto classes that we can extend with new properties and functionality, so it becomes extremely easy to create new types of weapon with different behaviour. Naturally modders can use this system as well to create their own weapons.

Secondly, we implemented a common ammunition system which becomes a cornerstone of our combat system. Each weapon can use different types of ammo with different damage types and behaviour. For example shotguns can use slugs that have a straight trajectory or pellets that spread quickly, but have a much higher damage at closer range. Same idea applies to other ammunition types and weapons.

And lastly, we have a very interesting and complex damage calculation system with seven different damage types for weapon/armor interaction. I will have a separate blogpost on it, when making a post about the armor in the game.

Anyway, I hope you find this interesting. And as always - let us know what you think on the forums.


CryoFall Dev.Blog #1 - What is “CryoFall”?

Added on 3 August 2016 by Lurler.

Greetings! As some of you may have seen already, we've just announced our new game - CryoFall! This project is something we've been thinking of making for quite some time - it is a server based open-world survival multiplayer online action game.

At the moment we estimate that our brand-new Renkei engine can easily support comfortable gameplay of over 200 players per server. As you can imagine it enables quite a lot of player interactions. And here lies the main feature of CryoFall - unlike many "typical" survival or competitive openworld games CryoFall focuses on creation, rather than destruction! So, the more players are engaged in the economy the better experience becomes.

We're currently working on the CryoFall fulltime and the game progresses at a quite fast pace. So, we decided to share the first look of the main game window. This is something that you will see when you boot the game for the first time, so why not start here?

As you can see, the "Home" screen hosts a number of blocks:

  • First one, "News" is pretty self explanatory. We decided to include it so the players can always be aware of any updates to the game that we make available.
  • The second one, "Forums" will show you new and updated topics on our forums. Of course, both blocks are clickable and you'll be able to take a look at the news in your browser.
  • Third one will be quite useful as it shows the list of recent servers you played on. You can use it to quickly hop in the game again.
  • And lastly there's a fourth block, with links to social networks and our other discussion platforms.

Now, let's take a better look at the "Servers" tab. There you will be able to choose one of several server categories:

  • First one is called "Official" and there you can find a list of officially hosted servers, that will have our full support.
  • The second one is "Community Servers", it is for the player-hosted vanilla servers. This is pretty much the same as official servers with a crucial difference that all these servers are hosted by the fellow players.
  • Next one is "Modded servers". This is almost the same as above, but these servers include a list of mods to expand the gameplay and add custom server features.
  • And finally there are "Favorites" and "History" to make it easier for you to track things if you decide to play on several servers at the same time. History is updated automatically and in order to add a server to "Favorites" you just need to click a single icon.

And there you have it! First look at the first screen that greets you upon launching the game.

Please note however, that everything we are showing is still a quite early WIP version and some of the things we mention may be subject to change.

Please follow our blog for more info on CryoFall developement and don't forget to share it with your friends if you think it is something you can enjoy!

AtomicTorch is proud to announce CryoFall!

Added on 1 August 2016 by Lurler.

Today we are proud to announce CryoFall - our brand-new title powered by an in-house developed Renkei engine geared towards massive online interactions.


What is CryoFall?

You have survived falling from the skies. Your ship is destroyed. You've landed on an unknown planet not marked on any starmaps and have no idea what’s going on. Find your way out from this world or make it your new home.

Discover the story of this planet, reason why it's not marked on any starmaps, its dark secrets dwelling behind the closed doors of sealed laboratories. Travel through uncharted lands with various biomes, all carefully hand-crafted by our designers.

Togeteher with dozens of other survivors create your own cities, economy, industry, invite your friends to join you in your exploits and uncover the mystery behind this world.


What's ahead?

From this day onward you may expect more news on CryoFall, various screenshots and devblogs dedicated to the development of the game! So stay tuned and welcome to CryoFall!

VoidExpanse Guide: Engineering Ships

Added on 27 July 2016 by Lurler.

Greetings, Void Explorers! Today we'd like to share our final video-guide in the series of guides about ships of VoidExpanse. In this video we talk about the engineering ships and their use in the game.

As always, don't forget to share the video and subscribe to our YouTube channel if you haven't already!

VoidExpanse Guide: Transport Ships

Added on 13 July 2016 by Lurler.

Friends, today you can see the fourth video guide in our series of guides dedicated to ship categories of VoidExpanse. This guide will tell you about the transport ships - workhorses of the game.

Don't forget to share the video and subscribe to our YouTube channel!

VoidExpanse Guide: Missile Ships

Added on 17 May 2016 by Lurler.

Greetings, friends! A new video-guide dedicated to Missile Ships of VoidExpanse is ready, take a look. Do you like long-range fights and shoot-and-forget type of weapos? These ships are for you!

Don't forget to subscribe to our YouTube channel for news and guides!

VoidExpanse Guide: Heavy Ships

Added on 25 April 2016 by Lurler.

Greetings, friends! Today we'd like to show you a new guide for VoidExpanse ships, this time it will be about Heavy hulls. If you want to know which ships are better suited for tanking - this video is for you!

Take a look and share it with your friends! New videos are coming later, so don't forget to subscribe!

VoidExpanse Guide: Fastest Ships

Added on 18 April 2016 by Lurler.

Greetings, friends!

Today we continue showing you different guides dedicated to VoidExpanse. And this time we'd like to show you some of the fastest ships that you can use, their pros and cons compared to other ship types and more.

Take a look and share the video with your friends!

VoidExpanse Guide: Mine Weapons

Added on 8 April 2016 by Lurler.

Greetings, Void explorers! Our fourth guide dedicated to weapons of VoidExpanse is all about Mines! This type of weapons is a bit more tricky, so take a look at how you can operate those things right now!

And don't forget to subscribe to our YouTube channel to see all the new videos and share the news with your friends!

VoidExpanse Guide: Missile Weapons

Added on 4 April 2016 by Lurler.

Greetings, Void explorers! Our third guide on Missiles in VoidExpanse is ready. Take a look at the coolest warheads and most useful skills right now!

And don't forget to subscribe to our YouTube channel to see all the new videos and share the news with your friends!

VoidExpanse v1.6.10 Update

Added on 31 March 2016 by Lurler.


We have just released a long awaited update for VoidExpanse. Primary goal of this update was to address several issues related to third party software components that are used in the game. This has finally allowed us to fix a number of longstanding issues, especially for Linux users.

Here’s the list of changes:

  • Improved Linux support. This should fix most of the reported crashes and other compatibility problems. Please let us know on the forums if there are any other issues!
  • Improved networking.
  • Fixed "boom" achievement.
  • Fixed issue with weapon binding.
  • And fixed various other issues.

Update v1.6.10:

  • Added quick shortcut: Ctrl+click to start autopilot to the specified location on System or Galaxy map. (for Mac users: Cmd+click also works)
  • Station storage cargo capacity can be modded now!
  • Fixed bug where it was impossible to start a new singleplayer game (with local game server)
  • Fixed dialog window not stretching to fit the message content
  • Improved handling of server errors (better stability and convenience for modding)
Log in to subscribe to our newsletters.