Abiotic Factor is a survival crafting experience for 1-6 players set in the depths of an underground research facility. Caught between paranormal containment failure, a military crusade, and chaos from a dozen realms, the world’s greatest minds must survive against the universe’s biggest threats.
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Salutations, colleagues!
We're back once again with a hotfix to resolve a few more issues you might be encountering. [b]If you aren't encountering these issues, awesome, keep assuming the game is bug-free and perfect, and be sure to leave a positive review stating as such.[/b]
Please update your game and servers when you get a moment away from scientific study.
[h3]Hotfix 0.8.2.10487 Changes[/h3]
[i]That's 10487, which is different than our last hotfix, 10478![/i]
[list][*] Fixed several issues with Duct Tape repair not functioning as intended.
[*] Explosive Damage type now has an icon and text name when it appears in the Compendium.
[*] Fixed an issue where an item ([spoiler]Water Filter, in this case[/spoiler]) would not properly be researchable even though it no longer required research if the player had already discovered the recipe.
[*] Crafting Bench rename button has moved to the left side of the Crafting Bench name in the crafting interface.
[*] Fixed Splints and some other consumable/useable items not properly working using medical radial wheel (hold X key by default) or when using the right-click context menu to use the item.
[*] Fixed location of interaction text on Wall Clocks.
[*] Field reports from a [spoiler]strange tile-laden locale[/spoiler] have indicated there are no longer multiple buttons available, but just one, which will [spoiler]reveal the exit.[/spoiler]
[*] Fixed an issue where the game could soft-lock by spamming Tab and Escape key.
[*] Shortened the range which certain enemy subtitles might appear, to not give them away so blatantly...
[/list]
[h3]Handful of Notes from the Design Director[/h3]
Hey all! Zag here. Got a few things I wanted to talk about with the scientific community.
[list][*]We've absolutely heard the [b]feedback regarding the fog[/b] - some people love it, some people find it a bit overbearing. That [i]is[/i] sorta the point, but we will look into some future sandbox settings and/or some in-world methods for dispelling weather early. We have ideas, but we'll need some time.
[*] We're also looking at ways to call forth specific weather types. You know, eating a foggy hamburger or something. (That's a joke, probably.)
[*] We've heard some feedback about [b]optimization.[/b] We can share more in the future on this topic, and how we're fixing it if you're into the technical side, but the simplest reasons for low framerate are largely CPU overhead. We have a lot of enemies roaming the world, and our levels are very large, so a lot of stuff is just too active all at once. We're planning some fixes for Crush Depth that should improve this in a few areas, with better support for loading and unloading additional sub-levels. Our first test of this will be in the [spoiler]Labs / Adjustment Wing[/spoiler] where this manifests the most, and we'll tackle more as we go along.
[*] We also recommend if you're struggling to run the game well, try running in DX11 mode, and/or with Global Illumination and some other graphical features turned down. That dynamic lighting can really do a number on your system and these settings disable it. Still, if you aren't having trouble, we recommend for the best "intended look" to run in DX12 with Global Illumination as high as you're comfortable. It's worth noting here our intent is not to just mimic Gold Source as lighting plays a much, much larger role in Abiotic Factor than [i]whatever that game is you're comparing it to.[/i]
[*] We've heard some feedback about [b]overworld weaponry being hard to repair.[/b] This is also [i]the point[/i] but fret not, we have some other plans cooking. We hear Warren wants to open a business, whatever that means down here.
[*] We've also heard some feedback about [b]difficulty[/b] - some people want things harder, even when solo. We'd like to provide those options, and we're working on a plan for that. We'll see what we can squeeze into Crush Depth, which is jam-packed with new stuff already. And with that...
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Onward to Crush Depth, releasing this Summer!
[h3]Still on Sale![/h3]
[list][*] The game is still on sale, now and until the end of the Steam Summer Sale! Tell your friends!
[*] Positive reviews always help, thanks for leaving them, and thank you for working together and being kind with one another - it's how we get the science done. Thanks for the birthday wishes to our dear programmer, too.[/list]
[b]Do stay safe out there in the Fog.[/b]
[i]- The Deep Field Team[/i]