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Craft In Abyss — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
Craft In Abyss Patch 202103262021-03-25We heard that some players have trouble on the controllers setting, we now introduce a brand new settings, such that players can switch the keyboard and the controller without disconnecting the controller. Also, we introduce a Vsync setting to enable player to choose the frame per second easily.
Debug and Enhance2021-02-07- Fix tons of typo, bug - Add more hints when loading
Craft In Abyss 20210205 Update Patch2021-02-04- Player can change pressure on Wreckage stage instead of anywhere - Hide enemy detail info - Show tech requirement with green box
20210203 Update2021-02-02Support PS4 Controller
Craft In Abyss is officially launched2021-01-31"Craft In Abyss" is a deep-sea tower defense Roguelike game. Players operate a deep-sea mobile fortress, where facilities such as forts and warehouses are built to defend against enemy attacks. https://cdn-images-1.medium.com/max/1200/1*eVlhUoyXWoO2VWWp0KMDIQ.jpeg Blindly strengthening will be perishing? Adding a fortress will make the fortress larger, making it cumbersome to operate and making it harder to avoid attacks. Excessively growing the fortress will lead to a dead end, so it is very important to manage the fortress in a planned way. https://cdn-images-1.medium.com/max/1200/1*y8_2NrCLB8DBOS6288Hj3w.jpeg Incorporate lots of Roguelike
Craft In Abyss Patch 202012082020-12-07Update for this patch: 1. Random Event System https://miro.medium.com/max/600/1*jz-FWcHgTOxOZ63jh5gsGA.gif 2. "Extra Resources" indicator Let's summarize those memorable update since Early Access: 1. Enemies now have a "go-set-shoot" special effect. https://miro.medium.com/max/600/1*LbS797LgCDX7f8Qz5kzOIA.gif 2. New gun called Map Barrage, which causes your Main Cannon attack to instead damage all enemies on the screen. https://miro.medium.com/max/600/1*0d6XpxJTgfPXkHJ5vsxTrA.gif 3. Tune "Optimum Pressure" to customize player's tactics https://miro.medium.com/max/600/1*K6v-KTxZ8xJZ924qfhfEfQ.gif 4. Press the "z" button to show which facility
Craft In Abyss Patch 202011132020-11-14Here are the changes for this patch: 1. Balance Change: Difficulty has been tuned 2. Bug Fix: The player is no longer forced to complete the tutorial 3. Overhaul: Command system has been disabled 4. UI Enhancement: UI for researching technology is now more streamlined https://miro.medium.com/max/700/1*_S0cLn0f_45czj3KXefiGw.png 5. UI Enhancement: A new ”Extra Material” indicator https://miro.medium.com/max/400/1*7DWqlGNBXeOsSSFiSXuLNA.png What we're working on (to-do list): 1. New Content: Random Event System https://miro.medium.com/max/600/0*R32HZlGUDYZ9zIYz.gif 2. New Feature: Facilities Filter Function 3. New Content: New H.O.P.E.s We will
Craft in Abyss Patch 202010222020-10-22Here are the changes for this patch: 1. New Feature: Critical Hit https://cdn-images-1.medium.com/max/800/1*zl-aDF4wfcvj4USpszgUAA.gif 2. New Feature: Scaling Water Pressure System - optimum pressure level now varies with the number of adjacent baseplates and Facilities. 3. New Feature: Higher difficulty stage clears now grant extra post-battle rewards https://cdn-images-1.medium.com/max/800/1*Vw3R476z5CjU3tvWrEF4tA.png 4.Bug Fix: Players should no longer have problems clicking on the third Cyber Spirit cards What we're working on (to-do list): 1. New Content: Random Event System https://cdn-images-1.medium.com/max/800/1*WXDVx_0gWF4lKuhapwkS4
Craft In Abyss Patch 202010062020-10-06Here are the changes for this patch: 1. Change: Disable the function of selling materials 2. Features: Add difficulty "Easy" 3. Features: Add game mode "Classic". Player can now obtain energy when building Electric Center, if he is playing game mode other than "Classic". https://cdn-images-1.medium.com/max/800/1*m8UhcEjP8jBvXWXmYl5ZHg.png 4. Features: Cancel "Shield Amplifier" facility, Add "Energy-Saving Thermostation" facility with ability "-15% Electricity Consumption for all Facilities on the same baseplate" https://cdn-images-1.medium.com/max/800/1*HqHc-8_4SUuw0YK3ep64mg.png 5. Contents: 16 New H.O.P.E.s https://cdn-images-1.medium.com/m
Craft In Abyss Patch 202009292020-09-29Here are the changes for this patch: 1. New Feature: Controller Support https://cdn-images-1.medium.com/max/800/1*_WFJs-_OjXo6IK-6mhQFNQ.png https://cdn-images-1.medium.com/max/800/1*8JFveBgNdBtCj532n96VeA.png 2. Bug Fix: Achievement Interface occasionally going unresponsive What we're working on (to-do list): - Features Change: A technology to give your Fortress additional durability added; the Shield Amplifier facility will be removed - New Feature: Critical Hit will be implemented - New Feature: Facility filter function - New Content: New H.O.P.E.s We will always update Steam as soon as possible, so as long as you are playing the version o
Craft in Absys Patch 202009192020-09-19Here are the changes for this patch: 1. New Features: Manual Main Cannon 1.1. Audio Enhancement: SFX when Main Cannon cooldown is complete https://miro.medium.com/max/600/1*6hPqQ7vTz8DpAciB1h9_zw.gif 1.2. Audio Enhancement: Action Pop Up VFX when Cannon Action activates 2. Bug Fix: Enemy of the last wave no longer randomly disappears 3. Bug Fix: Achievement System 3.1. Bug Fix: Steam Achievements not syncing with in-game Achievements 3.2. Bug Fix: History Professor Achievement now correctly requires obtaining all 56 H.O.P.E.s 4. Visual Enhance: UI Presentation 4.1. Visual Enhance: List view of Augments https://miro.medium.com/max/488/1*Ia3kJA
Craft in Abyss Patch 202009112020-09-11Here are the changes for this patch: 1. Removed: Right click to pause https://miro.medium.com/max/700/1*Yik9YT5bP7m81H8tIwgyvg.png 2. Added: Return button in the paused screen. 3. Balancing: Reduced the number of enemy types the player will encounter in the first two stages 4. Removed: Distance-based Facility Augments 5. Added Feature: Now shows Distance from Fortress Core in the viewing mode https://miro.medium.com/max/700/1*vB8iBrz2m1vtwg_aS5M6Cg.png 6. Re-added: Build -> View Fortress function 7. Visual Enhancement: Enemies that are attacked by Turrets are now highlighted https://miro.medium.com/max/520/1*ehB9u25fEgsxO6xAqahQAA.png 8. Bala
Craft In Abyss Patch 202009082020-09-09Here are the changes for this patch: 1. Visual Enhancement: Enemies now have a "go-set-shoot" special effect. https://miro.medium.com/max/600/1*gyD8dhcBwWjAuklZNBGE6A.gif 2. Bug Fix: “,” Number Decimal Separator issue 3. Visual Enhance: Energy loss numbers now "jump up" 4. Balance: Difficulty scaling toned down slightly 5. New Features: The first H.O.P.E. that players will obtain will be a brand new one called Map Barrage, which causes your Main Cannon attack to instead damage all enemies on the screen. https://miro.medium.com/max/600/1*QUc_9D8yMVKCwUhqZILO5Q.gif 6. Visual Enhancement: We touched up on the Action icons https://miro.medium.com
Craft in Abyss Patch 202009072020-09-07We made a few more adjustments according to the feedback we've received (mostly from Steam reviews). So here are the changes for this patch: 1. QoL Change: Facilities can now be viewed by clicking on them https://miro.medium.com/max/600/1*pTi1K_Gp5rasn-QwXE-5jw.gif 2. Fix: Issue with Steam achievement 3. Fix: Pressure visual bug 4. Visual Enhancement: You can how building new Facilities will affect your remaining https://miro.medium.com/max/600/1*TYf1MWvGohKCYhEubMWkSw.gif 5. Stage Change: Bubbles no longer appear in combat 6. Visual Fix: It is now easier to see enemy projectiles https://miro.medium.com/max/600/1*NRn2yjHgTUkG24TVH82FhQ.gif 7.
Craft in Abyss Patch 202009052020-09-06The game has been in Early Access for around two days now, and we've made a few adjustments according to the feedback we've received (mostly from Steam reviews). We understand that UI and font changes are crucial, so those are the first things we focused on. So here are the changes for this patch: 1. Font Size: Some of the Chinese text was too small to read, so we adjusted the font size https://miro.medium.com/max/700/1*X13eDUzYOZZaoa8vQuF4kA.png 2. Font Change: The game now uses the Noto Sans CJK font https://miro.medium.com/max/700/1*jEIT-8eOuEODMWeS2vr3Yw.png 3. UI: We cleaned up the UI presentation https://miro.medium.com/max/700/1*-X40AU
Early access on September 4th, 10% discount for the first week2020-08-31Craft in Abyss, made by Nino Isekai's Firepillar2, will be going into early access on September 4th. This is a base-building rogue-like game, where the player takes the role of an underwater engineer, who continuously upgrades and strengthens her warship as she gather more companions, and fight for more resources. Not only does Craft in Abyss offer players the excitement and fun of rogue-like games, players are also given the freedom to customize the fortress to their liking and develop their own playstyle. The game will be sold for USD$10, and there will be a 10% discount for the first week. If you're interested, make sure to wishlist the ga
Craft In Abyss in Steam Game Festival2020-06-18The Steam Game Festival Summer Edition started on June 16th, and the base-building rogue-lite game, Craft in Abys, joined with a free demo for everyone. If you are interested, you can click the link below and download the demo right now: https://store.steampowered.com/app/1255050/Craft_In_Abyss/ Craft in Abyss is developed by Firepillar2, a Hong Kong indie studio. In the game, the player takes the role of the main female character, Alex. They will design their own fortress and embark on a journey, during which, they will learn new skills and gather resources to continuously strengthen their fortress. Here’s the reveal trailer for the game: Th
First Major Update2020-06-16During the end of may, we finally released a demo for our upcoming game on Steam - Craft in Abyss. Now, after two weeks or so later, we'll be bringing you the first major update. 1. Visual Renderings https://miro.medium.com/max/540/1*ELVII0R_dRXI-FNHghDhmg.gif We put a bit of a twist on the visual effects, so that it would give off a feeling of refraction underwater. What's more, we also tried to use more realistic lighting and coloring. Additionally, since it's harder to see underwater, and we're worried that our original choice of coloring would cause visual clarity issues, we swapped our palette around a little, while it may seem less like