Abiotic Factor

Abiotic Factor

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K8  [developer] Jun 26, 2024 @ 4:36pm
[v0.8.2] - The Fog From Flathill
You'll know you're on the most up to date build if the version number below (for the most recent hotfix) matches the one at the bottom of your screen while in the main menu and in-game. If your game hasn't automatically queued an update, verify your game files! If you host a dedicated server, update your server!



v0.8.2.10468 Change Notes

NEW MAJOR FEATURE - Facility Weather:
  • The Facility will now undergo weather changes periodically.
  • Based on story progress, different weathers will become available with a low chance for a given weather type to be selected every week.
  • Weather should never last more than 1 day, meaning any weather-specific effects or entities will become unavailable when the weather ends - until the next time it rolls through.
  • The new weather types are Fog, Airborne Spores, and Radiation Leak, each with their own unique hazards.
  • You can read more about this new feature over in the Steam News Post!

Story Progression Changes:
  • Frake's quest information is now a bit more helpful in finding your way to the multi-colored pipes of Manufacturing West.
  • Several quest and waypoint steps have been added in the Cascade Laboratories to help scientists find their way around a bit better.
  • Improved readability of a certain gap that some scientists failed to find welcoming enough.
  • More signage has also been added in these areas.
  • Dr. Stern has some new things to say when speaking to him immediately after Flathill.
  • Marion has more to say after venturing through Flathill... For as long as he's still hanging around, that is.
  • Some characters that were still present will now disappear at certain times. You will likely see them later, hopefully alive.
  • Made a significant button a lot more obvious in the Dirac wing.

Facility Changes:
  • Moved a Manse hologram in Wildlife Pens to a more appropriate location.
  • There have been several updates to the Anning Block.
  • Added a map image for the Cascade Laboratories region, and several places to find the map pamphlets for it.
  • Updated signage on IS-0094.
  • Updated a GATE decal to no longer call the Facility by an incorrect title.
  • Improved Pens aquarium lobby water appearance.
  • The electricians at the GATE Cascade Research Facility are experimenting with new tech to allow bright lights to produce beautifully bombastic lens flares. You may see some of these new lights around the Mines in particular.
  • Adjusted the position of various objects in the Mycofields portal entrance, including the portal location itself.
  • Various wall clocks have been added around the Facility.

Food Balancing Changes:
In preparation for our next major expansion to the Facility (Crush Depth), we have performed a major overhaul to food balance and food values, leaning heavily towards food that takes longer to cook or create greatly benefitting, versus foods that are much simpler to make. We also fixed a bunch of cooking-related issues. Read carefully, chefs!
  • Along with having lower nutritional value, Bad Soup now only comes with 2 portions and has a 50% chance to make you sick.
  • Most "initial" foods have received reductions in how much hunger and thirst fill they give, and some of these values more accurately reflect the items juiciness, or lack thereof.
  • Most "crafted", "cooked" and "baked" foods have received increases to how much hunger and thirst fill they give.
  • New Food Item: The Carbuncle Pizza.
  • New Food Item: Glowing Gateau.
  • Carbuncle Casserole, Pekkie Brekkie Hash, and Glowing Gâteau are unlocked at Cooking Level 10.
  • Fixed numerous issues with soups losing their correct ingredients, portion count, or otherwise changing state under strange circumstances, such as unplugging stoves or loading a world save.
  • Fixed multiple bugs where soups had an infinite cooking time and soups automatically cooked when the stove power returned.
  • Fixed another bug where cooking pots could disappear when picked up.
  • Fixed a bug where ovens could consume two food items instead of one when an item was placed in them.
  • General tidying up of food items. Fixed several issues with items having the wrong cookable states, or being placeable on a stove or in an oven when they should not be, and so on.
  • Updated pie-cons (that's pie icons).
  • Fixed Mash Potato portion count.

General Gameplay Changes:
  • Added a bunch of linked recipes to primary component items, to make finding recipes a bit easier, and to surface certain items that are a bit too hidden. For example, unlocking a Reinforced Plank will now also unlock several recipes that are used by the Plank, so the player has some proper goals, instead of having to make the Reinforced Plank in order to figure out what they can make. This will be an ongoing thing throughout development, so please shout out if you feel like we missed some opportunities to improve recipe flow here.
  • Most emotes now trigger a third-person camera by default so you can watch your scientist chill, dance, or vibe. This behavior can be disabled in the Gameplay Settings menu.
  • Flow improvement: Added the ability to hold down the attack action while equipping an item, without having to release and then click/press the attack button a second time to attack.
  • Under some circumstances, Suits can now show when looking down at your first person legs. (There is however a known issue with visibility in some circumstances.)
  • Hotbar (and many other actions) can no longer be used while emoting and will instead interrupt the emote. (Exception: sitting on floor)
  • Garden Plots should now show which fertilizer is actively applied to it by observing the color of the soil.
  • Garden Plots can now be watered when looking at the plant itself.
  • Improved crouch-walk animations to slide less when moving at higher speeds.
  • Quick move from equip slots now checks for empty slots in the hotbar as well.
  • The Body Health Diagram now correctly shows broken bone icons on limbs with broken bones present.
  • Elevators has received numerous improvements to keep scientists inside of them while in transit, as well as preventing scientists getting stuck or pushed into strange places when the doors of an elevator are closed.
  • Ziplines can no longer be activated while sitting.
  • Escape Menu now shows text stating Game is Paused when it is, indeed, paused.
  • Removed a ghostly light reflection when looking at reflective surfaces, e.g. bathroom mirrors.
  • Certain effects should no longer be visible on the Hazmat Suit first-person helmet trim.
  • Hazmat Suit first-person trim no longer shakes independently when a camera shake occurs.
  • Coffee Machine and Slushie Machine are now interactable anywhere, instead of just the button.

Deployable Changes:
  • New Crafted Deployable: Brain Sync. Use this wonder of science to store your Compendium, Journal, and (most) recipe unlocks. When someone else sits, they will gain all of the stored knowledge and impart their own as well.
  • New Crafted Deployable: Makeshift Barrels, allowing scientists to store water without the need to find them in the world. These can also be used in crafting things such as the Water Filter.
  • The Crafting Bench "Bench Warmer" upgrade can now be toggled on and off manually.
  • Dr. Thule mentioned a lot of scientists were struggling to understand how the Crafting Bench Upgrade "Portal Suppression Field" worked. He's affixed some new lights to it, which now glow when powered on, and has made it more responsive as well. The Portal Suppression Field now forcibly closes rifts very shortly after they're detected, instead of allowing them to linger in your base for extended periods of time.
  • Deployables, such as Refrigerators, can no longer be plugged in if they are not first packaged and placed down by a scientist.
  • All types of rugs are now paintable, with unique patterns for each color of paint.
  • Crafting Benches are now paintable.
  • Makeshift Beds are now paintable and the default bed color has been changed to a muted blue.
  • Makeshift Barricades default color has changed as well.
  • Shelves are now paintable.
  • Reinforced Storage Crates are now paintable.
  • Barrels (both types) are now paintable.
  • Large Ramps are now paintable.
  • Chopinator no longer harms itself on inanimate or dead objects.
  • Reduced resolution on a few of the paintings to match the surrounding artwork a bit better.
  • A new Lab Desk and Lab Cabinet furniture can be found, particularly in laboratory areas. As with all new furniture additions, this can cause issues if your base is located in a place where these furnitures were added, but packaging the item should resolve any issues.
  • Tri-Lamp no longer requires (nor accepts) power via a plug socket.
  • Bridges and Shelves weigh more now.

Item Changes:
  • Two new trinket items are available, but GATE has limited information on their active effects. Please experiment carefully.
  • Projectiles thrown/shot by player should no longer be able to explode when being thrown while moving forward.
  • Updated trinket location on all backpacks.
  • Fixed a bug where blocking with a shield wouldn't block ranged hits in some cases that it should.
  • Several new items and recipes have been added in relation to IS-0407 and the rather strange Cacophonous Crates.
  • Order Captains may be holding something of value in relation to the mysterious Ornate Crates.
  • Light Gun Repair Kits, which can repair most conventional weaponry, can now be rarely scrounged from combatants and in one other location.
  • Increased the drop rate of Exor Arms.
  • Slightly increased drop rate of Frag Grenades from the sort who drop them.
  • Removed Salvaging from Antique Shotgun to avoid mishaps.
  • Laser Tripmines stack to 10 again (NOT tripwire mines, those still stack to 1).
  • Ice Cream and Melted Ice Cream have received a little more personality.
  • Fixed various typos on perks, armor, and other item descriptions.
  • Research Backpack buff should now show in the health screen when equipped.
  • Glowsticks in hand will now have random colors and that color should match the thrown item.
  • Fixed a bug where dropping a stack of items into the Pest Teleporter would not return the leftovers.
  • Fixed a bug where Electron Grenades would phase through furniture or detonate in the air prematurely.
  • Added impact marks for sharp damage.
  • All "overworld" firearms have received a unique name.
  • Pet Rock?

Vehicle Changes:
  • Wheelie chairs now have sound effects when rolled.
  • Platform Carts now produce sounds when in motion.
  • Fixed a major bug where vehicles would teleport away when manually flipped by a scientist.
  • Potential fix for some cases where Moveable Carts would disappear or teleport away.
  • Fixed vehicles being removed from the world save if scientists quit the game while driving them.

Portal World Changes:
  • Most portal worlds now have a unique, temporary effect granted to the player upon exiting them. Many of these effects have unique appearances accompanying them as well.
  • The Rise Bio-Laboratory will now correctly behave like other portal worlds.
  • The Rise Bio-Laboratory has received some exterior improvements, particularly when looking at the surrounding structures.
  • Flathill and the Mycofields now have new weather particle effects.

Skill Changes:
  • Many jobs now come with XP bonuses for crafting certain item types.
  • Phytogenetic Botanist now gains Agriculture XP when crafting Farming related items.
  • Epimedical Bionomicist now gains First Aid XP when crafting Medical related items.
  • Archotechnic Consultant now gains Construction XP when crafting Construction related items.
  • Somatic Gastrologist now gains Cooking XP when crafting Cooking related items.
  • Paratheoretical Physicist now gains extra Crafting XP when Researching (inventing) items successfully.
  • All Strength XP gained while encumbered (but not fully encumbered) has been increased slightly.
  • Strength XP is now also gained while walking around when wearing the heaviest weight class of armor.
  • Greatly reduced the amount of Sprinting XP gained while sprinting if velocity is too low (e.g. encumbered or very slow for any other reason).
  • Crafting XP gained when crafting items will now always return at least 5 Crafting XP.
  • Researching (inventing) items now provides a little bit of Crafting XP. This does mean some potential XP will be skipped if Research is skipped via traits, sharing, or the Brain Sync.
  • Added new gloves for some of the professions, as well as a fourth pair of gloves that can be found in world.
  • Drowning damage no longer gives Fortitude XP.
  • New Agriculture Perk: Photosynthetic Synergy - while within 15 meters of garden plants, they grow 10% faster.

Customization Changes:
  • Beards (and other facial hair) have been added to customization.
  • Several new and colorful "science ties" have been added to customization, available to all!
  • All upper body customization has been updated to add more distinction between the two available body types, to provide a larger range of variety among scientists who seek it.
  • Fixed a bug where certain pants show up incorrectly in first-person.
  • ID Cards should now never appear blurry when they sometimes could.

Journal and Compendium Changes:
  • Some Compendium entries with incorrect or placeholder images now have new images.
  • Added new Compendium entries for a handful of new entities and weather phenomenon, the latter being filed under Theories.
  • Fixed an issue where paired characters (like Abe and Janet) wouldn't properly unlock their journal entry or compendium unlocks, causing several pieces of information to not be properly unlocked by scientists.
  • Various Compendium typo fixes.
  • Fixed email-unlocked Compendium entries not saving properly.

Sandbox Changes:
  • Anomalies will now persist a bit less aggressively when NightOnly sandbox setting is enabled.
  • Improved code and correct-ness around the item drops on death sandbox settings. Many items have been added to the Do Not Delete list to avoid some very bad things from happening under these settings.

Entity Changes:
  • A new entity, IS-0407, may be encountered during certain weather. It won't be difficult to find out which.
  • The Coworker has expanded his vocabulary a bit.
  • Fixed a bug where IS-0091 could targeting scientists in unintentional (and far-flung) locations.
  • Enemies of opposing factions no longer slide around or away from each other when they're fighting.
  • Dead enemies no longer cause this effect nor block navigation for other enemies.
  • Improved grab animations from citizens of Anteverse 23 to prevent phasing scientists through walls.
  • All hats dropped from the citizens of Anteverse 23 are now properly repairable with cloth scrap.
  • Hats dropped from the citizens of Anteverse 23 now feature more colors, which was not working as intended, due to an interdimensional glitch, no doubt.
  • A strange virus related to Anteverse 23 has new icon.
  • Reduced cases where Anteverse Bugs would improperly drop their lootable items.
  • Added additional failsafes for Containment Bots not properly dropping their victim when killed.
  • Enemies are now less likely to get stuck on jump pads.
  • Psychic damage blasts (e.g. Exor Monk, Peccary) now harms deployables.
Last edited by K8; Jul 13, 2024 @ 2:29pm
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K8  [developer] Jun 26, 2024 @ 4:37pm 
v0.8.2.10468 Change Notes - Continued

Accessibility Changes:
  • Subtitle Directions are now available from the Accessibility settings menu, as well as during first-time setup. This feature will show an arrow pointing in the general direction of a sound. In addition to this, we have added subtitles for some (not all) of the entities encountered in the Facility, including one of the spookier ones.
  • Subtitle duration has been increased slightly, meaning subtitles will stay on screen a few seconds longer than the sound itself.
  • Several new keybindings have been added for previously unmappable actions, such as Take All, Store All, Inventory Shift-Modifier, as well as the toilet and sleeping Minigames.
  • Fixed a few keybindings that failed to function properly, such as square brackets.
  • Fixed a bug where the jumping action didn't work when bound to the mouse scroll wheel keybind.
  • Fixed an issue where the UI would not refocus properly after setting a keybind.
  • Various localization has been updated for all available languages.
  • Updated a ton of unlocalized text around HUD warning messages during gameplay.
  • There are probably more instances of unlocalized text lurking about. Please report[form.jotform.com] them!

Various Bug Fixes:

We'd like to remind everyone to continue to use the in-game bug report form[form.jotform.com] - it's so very helpful! We have received over 5,000 player bug reports and to that we say, THANK YOU. Many of the bugs fixed in this update were submitted by scientists like you.
  • As part of ongoing optimizations, reduced the amount of collision on certain walls and floors used frequently in the Facility. We are aware of more performance issues in certain areas (e.g. Adjustment Wing) and work is underway to improve these and other areas.
  • Antelight Plants no longer block movement of nor attract enemies.
  • Fixed a bug allowing items to be stored in withdraw-only containers.
  • Fixed a bug where client's armor weight wasn't properly updated on the UI.
  • Fixed a few Manse lines citing incorrect IS numbers or other hiccups.
  • Fixed several Manse and other NPC dialog subtitles typos and errors.
  • Fixed various issues with TV audio playing incorrectly on dedicated servers.
  • Fixed a bug causing Stamina Drain to occur at twice the intended rate in some circumstances.
  • Fixed a bug where unequipping one of multiple equipped items with similar buffs removes the buff. (e.g. Two items granting Airtight Seal, removing one would remove the buff incorrectly)
  • Fixed a major bug where using a heavy weapon could block the use of consumables afterward.
  • Fixed a bug where the Gravity Cube trinket doesn't work when equipped from the currently selected hotbar slot.
  • Changed the startup video to use a different type of media player in efforts to prevent a crash related to the startup videos. (This might already be in effect from a previous hotfix, but we'll mention it again here!)
  • Fixed some bright seams in a few areas of the Offices.
  • Greatly optimized Turrets (and things that use logic like turrets).
  • Fixed a bug where the host could hear other clients' Geiger counter sounds globally.
  • Fixed a bug where dropping an item in a UI slot can cause the equip slots to get stuck with flashing effects.
  • Fixed a bug where players cannot craft items with multiple quantities that use recipe substitutes in one go.
  • Fixed an exploit where firing could interrupt various actions that it wasn't meant to.
  • Fixed a bug where reopening the escape menu doesn't work when the Respawn menu is active.
  • Fixed a bug where the supports on the bridge had the wrong texture when the bridge is painted.
  • Fixed a bug where a previously hairfully employed character goes bald when swapping certain headgear.
  • Fixed a bug where the headlamp was attached to the wrong location while being overridden by a transmogged helmet.
  • Fixed various cases where scientists could get stuck in bed, unable to wake up, and fixed several bugs caused by enemies existing nearby sleeping, exhausted players.
  • Fixed a case where armor on Armor Stands is not visible after rejoining a server.
  • Items that cannot hold liquids will no longer have lower weight in some circumstances.
  • Fixed a bug where hotbar slots are not visible when viewing the Armor Stand UI.
  • Fixed a bug allowing scientists to continue viewing a container that has been packaged.
  • Fixed a bug where a scientist's local watch light would turn off after equipping a backpack using the hold interact key method.
  • Fixed a bug allowing players to skip the first time setup screen which can cause some other whacky issues.
  • Fixed a bug where the crafting filter text could impede the ability to click on certain UI buttons in the crafting screen.
  • Fixed CanBePlanted showing up as an improper text string in item tooltips.
  • Fixed an issue with the Take All hotkey when viewing containers.
  • Fixed a misaligned Security Door in the Labs.
  • Fixed a bug where using the Transmogrifier could select an incorrect camera.
  • Fixed the spatial location of the sound when opening and closing Security Doors.
  • Fixed a bug where item that decays loses it durability after being thrown.
Last edited by K8; Aug 12, 2024 @ 10:59am
K8  [developer] Jul 13, 2024 @ 2:21pm 
You'll know you're on the most up to date build if the version number below (for the most recent hotfix) matches the one at the bottom of your screen while in the main menu and in-game. If your game hasn’t automatically queued an update, verify your game files!




v0.8.2.10478 Hotfix Patch Notes - 27 June 2024
GATE staff have made several improvements to the filters used in the Facility, which may affect the appearance of the Fog phenomenon. The Fog is still an impenetrable and disturbing substance, and we would like to remind all scientists that the Fog is indeed, foggy. Stay vigilant.
  • Fog density during Fog Weather is now slightly reduced, darkened, and there is now slightly increased visibility in the first meter (give or take.)
  • A side effect of the filtration process has caused the Fog Weather to increase its density of particulates in the air. Some tests have noted this may help with potential motion sickness some scientists experience. The team reminds you to turn down your camera shake settings in the Accessibility Options menu if you struggle with motion sickness.
  • Weather can now occur more frequently than once per week.
  • Weather is now about 10% more likely than before.
NOTE: There are plans to make weather frequency a tweakable Sandbox Setting and we are aware weather can be quite long for those with very long days. We will address these in a future update.

IS-0407 has changed a bit. Spoiler for those who have not yet encountered this entity.
  • While other enemies will flee when IS-0407 comes out during the fog, your pets will no longer do this. However, if you want to keep Mr. Picklebun alive, I would recommend keeping him caged up during the Fog.
  • Slightly increased damage dealt by IS-0407.
  • New roll hit sound for IS-0407.

Various other changes and fixes have been made in response to feedback and our own personal whims, and boy, do we have some whimsy.
  • Fixed VOIP microphone device dropdown not having any options. This should be the cause of several VOIP issues that have been reported.
  • Ornate Key drop rate slightly increased.
  • The new Sigil of the Hearth Trinket now has a proper icon, description, and its status effect should be obviously stated.
  • Porcelain Key drop rate slightly increased.
  • Fixed a bug that was allowing guns to be repaired with measly Duct Tape.
  • The Water Filter no longer requires researching/inventing once unlocked.
  • Abe & Janet will now give their character compendium unlocks when speaking to them later on, in case an adventurous scientist had missed them.
  • Scientists who are max level in a given skill will now properly receive any new recipes for that skill when their save is loaded, whereas previously this only triggered on a new level up. You can now have your cake and eat it too.
  • Updated icon for Peccary Sow Skull.
  • Added missing default controller keybind for Continence Minigame.
  • Added missing default controller keybind for UI Take All action.
  • Fixed Dr. Stewart's wayward wardrobe.
  • Fixed an issue where the held item would appear when using sit emote and switching items.
  • Item Stand items should no longer receive the painted texture when the item stand is painted.
  • Removed durability from several new items that weren't supposed to have durability.
K8  [developer] Jul 13, 2024 @ 2:27pm 
You'll know you're on the most up to date build if the version number below (for the most recent hotfix) matches the one at the bottom of your screen while in the main menu and in-game. If your game hasn’t automatically queued an update, verify your game files!




v0.8.2.10487 Hotfix Patch Notes - 30 June 2024
  • 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 (Water Filter, in this case) 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 strange tile-laden locale have indicated there are no longer multiple buttons available, but just one, which will reveal the exit.
  • 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...

Handful of Notes from the Design Director
Hey all! Zag here. Got a few things I wanted to talk about with the scientific community.
  • We've absolutely heard the feedback regarding the fog - some people love it, some people find it a bit overbearing. That is 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 optimization. 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 Labs / Adjustment Wing 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 whatever that game is you're comparing it to.
  • We've heard some feedback about overworld weaponry being hard to repair. This is also the point 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 difficulty - 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...

Onward to Crush Depth, releasing this Summer!
Last edited by K8; Jul 13, 2024 @ 2:27pm
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