Current - beta decay v.0.0.20a
(Pre-Alpha demonstrating core concepts)
Milestone Refresh- beta decay v.0.1.0b
(Beta) (Upgraded Engine and System Versions)
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Initial colonization transport shuttle for Pre-Alpha Demo Purposes. The ship contains a 'template' that includes life support and propulsion components that would be used in constructing your own space craft.
Entire rework of the component/entity system that drives the core foundation of Construction systems, and inventory items.
Entities can now be picked up and added to the player inventory.
Wires/Cables (For Electric and Data Transfer)
Power Couplings

Solar Cells

Fuses

Air Scrubber

Ventilation

Monitor

SMES (Superconducting Magnetic Energy Storage)

Buttons and Levers

Thrusters (Large and Medium)

A radial charge that detects nearby Components, Structures, Weapons, Ammo, and other entities. An Icon will appear and the entity will be highlighted. If an entity is in scan range, it will be highlighted with a corresponding Icon relative to its type. The scan only lasts for a short duration and consumes a low amount of Bio-Energy.

Asteroid Belt with variation of asteroid sizes with movement and rotation.

A consumable tablet that replenishes bio-energy. Bioenergy is consumed to power the nanomachines inside of an individuals organism that allow implants and other nano devices to function.

The Rock drill is used for mining and terraforming. Various rocks and metals can be scanned for and mined within the terrain. Some more valuable than others. Currently, only Iron Ore materials can be mined that will later be used for construction purposes.

Allows for a strategic point of view / overhead view. Useful for issuing orders to to your crew.

Activating cigarettes slowly reduce stamina/health.

Containers come in T-Shirt sizes (S, M, L, XL). The first release of containers is at the Medium size.

Canisters (Oxygen, Nitrogen, Fuel)





Three different variations of Cyst models each with their own 'breathing' animations.
Includes underground Metro Tunnels
Other forms of alien life exist that may cause sickness or have negative symptoms when in contact with characters. They may be difficult to identify and visual spot.
The character will raise his arm/cover their face when nearing an infected zone, indicating their is a hazard near.
A new type of anomaly/foreign species of insects/gasses.
Causes chance to become Sick/Poisoned. Similar to bleeding, being infected with a virus will gradually deteriorate the Wellbeing of characters, may decrease hit points, and even become fatal.
Character Will raise their arm covering their face when nearing the hazardous/anomalous area.
When double tapping the Crouch button while running, the player will do a quick dodge animation.
When Items are picked up they are added to the player body with a weight. You are limited on the objects you can carry by weight (Kg).
The more you Weigh, the lower your max speed and limitations around your sprinting capability.
Huge improvements to the weapon Aim down the sights. Previously when looking up or down the weapon would be off target when in ADS. Now the ADS alignment is consistent with different looking angles, leaning, etc. This is a challenge to accomplish in a True FPS/TPS system.
Platforms and Elevators
Major updates to the Strata - Planet Surface, Exclusion Zone, Metropolis, Metro, and more.
Sprint Threshold - Character can now only sprint for a short duration and will run out of breath. Heart rate will also increase followed by raised heartbeat audio sounds.
Added a Geiger Audio effect for NLNK when approaching near anomalies.
Characters will drop random items when killed. Eventually these will be the character's actual inventory items based on their Job/Class/Role.
Several new music Tracks created.
Added a new Synthetic blood particle Type. Synthetic based humanoid characters or infestation will bleed whitish plasma when damaged.
Planet Visual atmospheric overhaul. Additional Fog, and lighting corrections. Cloud Corrections, sun light shafts and more.
Dust is now generated for footsteps when running or sprinting.
Unholstering the weapon switches the camera view to over the shoulder camera mode.
Holstering a weapon switches the camera view to adventure camera mode.
Fixed performance issue/memory leak with stock market trading system.
Additional posts to the beta decay wiki. Currently nearing 100 articles.
The amount of camera shake while firing now varies between weapons. Previously it was the same amount of camera shake/feedback for all weapon types.
New grenade throw animation.
Added new footstep sounds when walking on Dirt.
New smoke effects when mining terrain with the Rock drill.
Added Volumetric Fog to the Pytheas spaceship interior.
Added time delay when switching cameras
Fixed an input button bug with the strategic camera, not allowing to enter/exit the camera mode.
Fixed Shotgun crouch animation where weapon was pointing into the ground on crouch.
Reduced the audio volume of bullet impact sounds against world objects.
Added blood splatter when character falls from too high distances.
Fixed single shot sound bug that could be heard globally and not limited to local distance.
Fixed Infinite loop bug that would crash the game when switching weapons.
Fixed bug where a fire sound executed for the SMG when not Aiming.
Added smoothing to terraforming when digging holes
Decreased size/amount of digging when using the Rock Drill.
Lowered the Adventure Camera Angle and Increased Distance.
Modified Run Animation Spine and Arm positioning to look more natural and less upright.
Modified the crouch animations to look more natural.
Increased the height and view distance of the NLNK Strategic Remote Camera.
Reworked the Flashlight brightness, distance, width, and added Lensflare.
Decreased the chance of Iron Ore drops from mining/terraforming.
Increased size of Iron Ore rock entities.
Lowered the height of the Adventure Camera.
Adjusted Pistol hold position to be more accurate when in ADS.
Increased the Size of the SMES component.
Fixed a bug when in NLNK strategic aerial view where you couldn't see through structures.
Fixed a bug where sections of Atmospheric Fog were causing collisions.
Increased the transparency of blood and bullet impact smoke effects. The smoke and blood made it difficult to see what was happening.
Added AI Spawning distance - To prevent AI spawning when too close to player position. Also added randomization to AI spawn positions to prevent overlapping on spawn.
Improved the 'Take' Animation when picking up items.
Decreased Jump Force. As a result jump height and distance has been reduced.
Adjusted the Jump and land animations.
Fixed several physics issues across all entities and components.
Increased the Mass of the Speaker component.
Fixed several gravity Issues with Entities.
Applied bilinear filtering to the planet cloud texture for a smoother look.
Character will now stop sprinting when aiming and revert to their previous movement state of either walk or run.
Added flies (Insects) that swarm around Infestation Cysts
Added squishy sound when stepping/touching a cyst...
Added logic to disable Geometric Cache animations when not in view. Major performance increase for Vertex Animated meshes.
Grass, trees, bushes, and other foliage will not be present at a certain depth below the surface. This prevents trees and grass from spawning in deep caves.
Modified the FootIK and Pelvis Positioning for Idle animation to result in a more natural idle.
Tightened Up the 'Settling' Animation when the character stops moving. This helps with the issue of too much movement in the wrists while aiming.
Increased the size of Solar cells/panels.
All Entity Icons will now be disabled on Start. Icons will only be visible when triggering an NLNK scan function or wearing a specific type of eye-wear.
Player Locomotion Performance improvements.
Added more polygon/triangles to bullet impact effects.
Added transparency to the polygon/triangles on bullet impact effects.
Character can now only slide if sprinting.
Saturated the color of Infestation so it looks less like a cheese pizza.
Fixed bug where you could climb small entities such as ammo. This would send the character flying through the air.
Fixed a bug where anomalies repeatedly caused dismemberment after character death.
Added new audio for picking up Centeks.
Fixed an issue with the controls where you would always enter cover mode while sprinting.
Fixed issues with small components collision not being detected. (Falling through floors)
Fixed bugs when switching cameras that would enable equipment items to show on the player when they shouldn't.
Fixed bug where SMG magazine would randomly float in the air separate from the SMG.
Fixed bug where grenade throwing and reload animations were broken for SMG.
Fixed bug where grenade throw animation was broken for the I/O Controller.
Reduced distance to Dither Fade out Player Head when camera is too close in view. This allows the player's head to go invisible in Third Person when the Camera is too close.
Fixed texturing issues with the Jumpsuit outfits.
Fixed Weapon clipping issue with camera that caused you to be able to see into the weapon in FPS view.
Steam package testing.
AI Crowds.
Performance tweaks and bugfixes.
DylaR
2025-09-27 16:37:07 +0000 UTCLibby
2025-02-04 21:36:00 +0000 UTCBloodberry
2024-06-25 00:20:32 +0000 UTCRotoscope Studios
2024-06-25 00:07:48 +0000 UTCiron
2024-06-25 00:01:37 +0000 UTC