Brink of Extinction — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| Lower price and in-game leaderboards | 2018-09-27 | Hello! I've set the new builds live. Once you finish a continuous level, first the scores will load, then the times. The new patch also fixes some minor issues, like the color fade when selecting objects getting stuck and the beep noise not being affected by the SFX slider in the options menu. I've also lowered the base price for the game from 9,99 to 7,99! / Dispersing Minds |
| Leaderboard update | 2018-09-23 | Hello, I'm still at work on the upcoming in game leaderboard update. Unfortunatly it will be a few more days until it goes live due to some issues with reliability. I estimate the update to go live on wednesday if nothing unexpected happens! / Dispersing Minds |
| Next update | 2018-09-15 | Hello, The game will be seeing a small update in roughly a week. This update will make Steam leaderboards viewable in game as the continuous mode levels end. There will also be some minor balance changes, primarily focused at firing rates and enemy movement speeds. / Dispersing Minds |
| Mac version live! | 2018-09-01 | Hello, Finally gotten the mac version up! / Dispersing Minds |
| Repair bug and missing emission map patch | 2018-09-01 | Hello, I found that the scorpion emission map was not enabled in their materials and that repairing turrets would sometimes not work. I have set a patch correcting this live now. / Dispersing Minds |
| Performance patch | 2018-09-01 | Hello! I've made some further performance improvements and set the new build live. This build should improve loading times significantly. It also adds a loading bar when the game loads assets at start to clarify that the game has not stopped. / Dispersing Minds |
| Version Fire Spider now live | 2018-08-19 | Hello! I’ve now set the builds for version Fire Spider live. The main focus for this update has been to lower loading times, as that had become problematic over time. The main source of the issue was leaking materials, which has now been fixed. This should lower loading times substantially. There will still be some loading times when the game first loads assets, so in particular when loading a level the first time. This is the full list of fixes: – Lowered the amount of objects in each object pool. – Removed leaked materials in scenes and replaced these with global materials. This was a huge one, because the leak primarly affected decals, cau |
| Upcoming performance update | 2018-08-11 | Hello, Around the end of next week, the game will get an update to adress some performance issues. Primarily the update will target loading times, but I've also revamped texture usage and fixed some material leaks that can occur in Unity. All in all, this should improve performance all around. There will also be a handful of minor updates, like the addition of a fast forward button, path visualization at start of a level and a loading prompt after the splash screens. / Dispersing Minds |
| Unity 2018 and some fixes | 2018-06-14 | Hello I've updated the game so that it now runs on Unity 2018. This means the game should enjoy some optimizations done in the engine and some of the assets used in the game. I've also discovered some horrendously poorly optimized code causing the long loading times at start. The game should now load faster. Some work still remains to be done, so there will be an additional update to further improve this in the near future. The update also fixed two minor bugs: A broken shader in level 4. This shader was not visible and as such it has been removed altogether. A raycasting issue relating to resolution scaling and clicking notes has also been f |
| Upcoming performance update | 2018-05-20 | Hello I will be updating the game from Unity 2017 to Unity 2018 to get some further performance improvements. Testing will begin during the upcoming week and should conclude mid June, when the game will be updated. I have a few more features to add to the game, but currently have no date for this addition. / Dispersing Minds |
| Menu bug issue resolved | 2018-04-06 | Hello, The main menu issue has now been resolved. This was due to an error when there is no save file. I apologize for the inconvenience and hope everything is in order now. |
| Menu bug issue resolved | 2018-04-06 | Hello, The main menu issue has now been resolved. This was due to an error when there is no save file. I apologize for the inconvenience and hope everything is in order now. |
| Fix for main menu bug uploading now | 2018-04-06 | Hello, I've been made aware of a bug in the main menu, this is being addressed now. I will update in a while when the patch is live. |
| Fix for main menu bug uploading now | 2018-04-06 | Hello, I've been made aware of a bug in the main menu, this is being addressed now. I will update in a while when the patch is live. |
| Version Blitz Ant is now live! | 2018-03-25 | Hello, I've now updated the game to version Blitz Ant, which adds a handful of new features and fixes. - Optimization Shadow system has been optimized and settings for it tweaked. FXAA removed in favor of TSAA. This means that the aliasing has been minimized even on low resolution scaling. TSAA is more performance heavy than FXAA, but the added performance cost is offset by allowing lower resolution scales to get the same or better graphical fidelity. Loading times between levels lowered. Music is compressed into memory in the background instead of on load and SFX uses faster compression. Improved pooling system and waypoint path generation t |
| Version Blitz Ant is now live! | 2018-03-25 | Hello, I've now updated the game to version Blitz Ant, which adds a handful of new features and fixes. - Optimization Shadow system has been optimized and settings for it tweaked. FXAA removed in favor of TSAA. This means that the aliasing has been minimized even on low resolution scaling. TSAA is more performance heavy than FXAA, but the added performance cost is offset by allowing lower resolution scales to get the same or better graphical fidelity. Loading times between levels lowered. Music is compressed into memory in the background instead of on load and SFX uses faster compression. Improved pooling system and waypoint path generation t |
| Upcoming update | 2018-03-10 | Hello! I'm in the process of finalizing some of the last feautres for the update and also testing the game. My overall observation thus far is that the first half of the campaign will be easier than before, and the second half will be more difficult. To my knowledge, this is a bit reverse to how it is in the current version and should mean the game follows a more natural progression of being more forgiving in the beginning while emphasizing the need for good planning towards the end of the game. The endless mode, however, is where the most noticable change in difficulty will come in. First of all, the give 'em hell and prime example achieveme |
| Upcoming update | 2018-03-10 | Hello! I'm in the process of finalizing some of the last feautres for the update and also testing the game. My overall observation thus far is that the first half of the campaign will be easier than before, and the second half will be more difficult. To my knowledge, this is a bit reverse to how it is in the current version and should mean the game follows a more natural progression of being more forgiving in the beginning while emphasizing the need for good planning towards the end of the game. The endless mode, however, is where the most noticable change in difficulty will come in. First of all, the give 'em hell and prime example achieveme |
| Update - some more details | 2018-02-01 | Hello! I've decided to make the next update a more substantial one than I had first planned. That means, first of all, that the scheduled release will be mid to late march - hopefully sooner if possible, but no promises at this stage. The update will feature what I have mentioned prior: - Localisation, the languages I have sorted are Russian, Swedish and Romanian. I am hoping German, French and Spanish can be arranged also, if you are interested send me a message. - Mac version of the game. - Reduce the impact of some levels by optimizing objects placed and which cast shadows etc. - Further overall object optimization. - Shadow system has bee |
| Update - some more details | 2018-02-01 | Hello! I've decided to make the next update a more substantial one than I had first planned. That means, first of all, that the scheduled release will be mid to late march - hopefully sooner if possible, but no promises at this stage. The update will feature what I have mentioned prior: - Localisation, the languages I have sorted are Russian, Swedish and Romanian. I am hoping German, French and Spanish can be arranged also, if you are interested send me a message. - Mac version of the game. - Reduce the impact of some levels by optimizing objects placed and which cast shadows etc. - Further overall object optimization. - Shadow system has bee |
| Upcoming update | 2018-01-23 | Hello! I just wanted to outline the upcoming update a bit. This one will focus more on performance, availability and user friendliness, so here's what I've planned going in: - Localisation, the languages I have sorted are Russian, Swedish and Romanian. I am hoping German can be arranged also. - Mac version of the game. - Reduce the impact of some levels by optimizing objects placed and which cast shadows etc. - Further overall object optimization. - Shadow system has been updated again which I am hoping will mean some further optimization. There are also a handful of minor issues, such as click sound on click instead of on submit, that are al |
| Upcoming update | 2018-01-23 | Hello! I just wanted to outline the upcoming update a bit. This one will focus more on performance, availability and user friendliness, so here's what I've planned going in: - Localisation, the languages I have sorted are Russian, Swedish and Romanian. I am hoping German can be arranged also. - Mac version of the game. - Reduce the impact of some levels by optimizing objects placed and which cast shadows etc. - Further overall object optimization. - Shadow system has been updated again which I am hoping will mean some further optimization. There are also a handful of minor issues, such as click sound on click instead of on submit, that are al |
| Small patch | 2018-01-07 | Hello! I've updated the game to fix some minor issues: Superior scorpion projectile was glitched since the last update, fixed the distortion effect on it. Changed the end of the campaign a bit to avoid confusion. The options for shadow quality appeared to be broken, changed shadow quality settings from none/hard/soft to samples of 16, 32 or 64. Also, this patch lowers the fire ant base health from 80 to 70 and lowers the base damage of the double turret slightly. Lighting has also been adjusted slightly in the patch. |
| Small patch | 2018-01-07 | Hello! I've updated the game to fix some minor issues: Superior scorpion projectile was glitched since the last update, fixed the distortion effect on it. Changed the end of the campaign a bit to avoid confusion. The options for shadow quality appeared to be broken, changed shadow quality settings from none/hard/soft to samples of 16, 32 or 64. Also, this patch lowers the fire ant base health from 80 to 70 and lowers the base damage of the double turret slightly. Lighting has also been adjusted slightly in the patch. |
| Brink of Extinction update now live! | 2018-01-01 | Version ”Fire Ant” is now live and changes the game in a host of ways. Aside from adding two new levels, the update also rebalances the game in a number of ways. Turrets have been differentiated more, so that they have more distinct usage situations. The enemy stat increases when they level up in the continuous mode have also been changed up, making the challenge more consistent. Lastly, the yield formula has been changed in the continuous mode. The update also adds in a collectible in the form of mem discs, that can be found in the campaign levels. The mem discs contain brief story elements, that pieced together will give a view of the event |
| Brink of Extinction update now live! | 2018-01-01 | Version ”Fire Ant” is now live and changes the game in a host of ways. Aside from adding two new levels, the update also rebalances the game in a number of ways. Turrets have been differentiated more, so that they have more distinct usage situations. The enemy stat increases when they level up in the continuous mode have also been changed up, making the challenge more consistent. Lastly, the yield formula has been changed in the continuous mode. The update also adds in a collectible in the form of mem discs, that can be found in the campaign levels. The mem discs contain brief story elements, that pieced together will give a view of the event |
| Update on the update | 2017-12-19 | Greetings! Figured I'd do a short write-up on the current state of the upcoming update. I've again set a new date for the update seeing as things are progressing very well. Currently I think the update should be able to release January 1st. This is all dependent on how the testing goes, but currently things are progressing very well. One of the new levels is finished, except for some minor further testing (making it more difficult!). I will start work on the second new level tomorrow and it should be finished before I go on a short xmas vacation! I've decided to expand on the todo-list for the update and implemented keyboard controls for airs |
| Update on the update | 2017-12-19 | Greetings! Figured I'd do a short write-up on the current state of the upcoming update. I've again set a new date for the update seeing as things are progressing very well. Currently I think the update should be able to release January 1st. This is all dependent on how the testing goes, but currently things are progressing very well. One of the new levels is finished, except for some minor further testing (making it more difficult!). I will start work on the second new level tomorrow and it should be finished before I go on a short xmas vacation! I've decided to expand on the todo-list for the update and implemented keyboard controls for airs |
| Nerfs and buffs in the upcoming update | 2017-12-14 | Hello! This is a brief post about the nerfs and buffs of turrets in the upcoming BoE update. The rebalancing follows some feedback I've received - feedback that I had expected following more people playing the game. So, let's get to it! Acid turret: Starting HP from 500 to 450, minus 50. Starting Damage from 35 to 25, minus 10. Speed will be equivalent to that of rail (40). HP upgrade will give 125 instead of 100, damage upgrade till give 25 instead of 20. Splash range will go from 1.25 to 1.3. Bull turret: 10 less starting damage, from 40 to 30. Damage upgrade will give 20 instead of 16. Starting HP up 50. Plasma: Starting damage 25 instead |
| Nerfs and buffs in the upcoming update | 2017-12-14 | Hello! This is a brief post about the nerfs and buffs of turrets in the upcoming BoE update. The rebalancing follows some feedback I've received - feedback that I had expected following more people playing the game. So, let's get to it! Acid turret: Starting HP from 500 to 450, minus 50. Starting Damage from 35 to 25, minus 10. Speed will be equivalent to that of rail (40). HP upgrade will give 125 instead of 100, damage upgrade till give 25 instead of 20. Splash range will go from 1.25 to 1.3. Bull turret: 10 less starting damage, from 40 to 30. Damage upgrade will give 20 instead of 16. Starting HP up 50. Plasma: Starting damage 25 instead |