A-Tech Cybernetic devblog - Breaking the silence: new update coming soon™!

[b]Hey everyone, [/b] Long time no see! In this news post i will shed some light on A-Tech Cybernetic's development and the content of the long awaited, upcoming update. [i]You can check the preliminary patch notes at the end of this post. [/i] 3 years ago, our small indie team consisting of talented VR enthusiasts started working on A-Tech Cybernetic. As it was the team's first VR project, one could say that this was also a learning project. But an ambitious one at that. The development went great, the team started growing and another project emerged from our developer's minds. A team within the team started working on the new project, while the original A-Tech team continued the game's development. Around this time last year, the team went further and dreamt bigger: why lock the game to PC and leave other platforms out of the fun? And so happened that we've started exploring yet another completely unknown realm: PSVR. We knew porting it was going to be difficult, but started it anyway because at the time we could easily manage a parallel development. [i]Or so we thought.[/i] [img]{STEAM_CLAN_IMAGE}/28133510/5115f543b17898ad2cbf402e6a23859da26511df.jpg[/img] I've mentioned it a few times that in order to have a successfull port, we had to develop both versions simultaneously (or even from scratch). Long story short, technical difficulties arose (quite a few) which meant that we had to delay the PC version's update further and further. We know this isn't how it should've happened, and we apologize for that. It was a valuable lesson for XREAL Games, all our current and future endevours will benefit from our experiences. :) [b]And now, for the update itself.[/b] A ton of things will be fixed/optimized, left handed support is coming, as are two brand new Chapters: [b]05 - The Sundering[/b] and [b]06 - The End[/b], the latter bringing the story to a closure. [img]{STEAM_CLAN_IMAGE}/28133510/f06d687d37d213146934a2af93be88f95d170d54.jpg[/img] [img]{STEAM_CLAN_IMAGE}/28133510/f2d83028f8fbad899c9062a4f8ee252c26c6d09b.jpg[/img] [h1]GENERAL AI IMPROVEMENTS[/h1] [list] [*] Improved Brute behavior. [*] Improved accuracy and behavior for armed enemies. [*] Various other fixes for armed enemies. [*] Fixed a crash caused by zombies exploding. [*] Fixed an issue with enemies changing color before dissolving. [*] General improvement of enemy performance and behavior. [*] Polished enemy animations. [/list] [h1]GAMEPLAY RELATED IMPROVEMENTS[/h1] [list] [*] Improved accessibility: a [b]left-handed control layout[/b] has been added. [*] Improved locomotion. [*] Menu laser pointer fix. [*] Revised checkpoints. [*] New safety timers for objective triggers. [*] Fixed teleports. [*] Updated enemy encounters. [*] Improved navigation. [*] The flashlight can not be dropped accidentally. [*] Melee weapons can be stored (one at a time). [*] Fixed flamethrower. [*] Fixed ladder static component. [*] General sound mix balance update. [/list] [h1]PERFORMANCE OPTIMIZATION[/h1] [list] [*] Various skeletal meshes have been converted to static meshes. [*] Fixed memory leak issue in Chapter 03: unused particles are removed. [*] Updated level streaming. [/list] --- The full patch notes will accompany the update itself. We'd really love to release it [b]before the end of October in preparation of the game's full release later this year[/b], but keep an eye out on this post's comment section, if anything happens i'll keep you all updated there. We're soon launching a devlog series on our [url=https://www.youtube.com/channel/UCj9kaf9i-FT-RkUPPLTh-dg]Youtube channel[/url], so if you'd like to stay up to date with our projects and our team, consider subscribing. :) You can also hop on our [url=https://discord.gg/R5ZUsjB]Discord server[/url] to get in touch with the developers. Once again sorry for the silence, and thank you for your patience and continuous support! [i]XREAL Games Team[/i]