Full notes
Full A-Tech Cybernetic VR update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone,
What changed
- Gameplay
- Fixes
- Balance
- Performance
- UI and audio
A-Tech Cybernetic VR changes
Long time no see! In this news post i will shed some light on A-Tech Cybernetic's development and the content of the long awaited, upcoming update. You can check the preliminary patch notes at the end of this post.
3 years ago, our small indie team consisting of talented VR enthusiasts started working on A-Tech Cybernetic. As it was the team's first VR project, one could say that this was also a learning project. But an ambitious one at that. The development went great, the team started growing and another project emerged from our developer's minds.
A team within the team started working on the new project, while the original A-Tech team continued the game's development. Around this time last year, the team went further and dreamt bigger: why lock the game to PC and leave other platforms out of the fun? And so happened that we've started exploring yet another completely unknown realm: PSVR. We knew porting it was going to be difficult, but started it anyway because at the time we could easily manage a parallel development. Or so we thought.
I've mentioned it a few times that in order to have a successfull port, we had to develop both versions simultaneously (or even from scratch).
Long story short, technical difficulties arose (quite a few) which meant that we had to delay the PC version's update further and further. We know this isn't how it should've happened, and we apologize for that. It was a valuable lesson for XREAL Games, all our current and future endevours will benefit from our experiences. :)
And now, for the update itself. A ton of things will be fixed/optimized, left handed support is coming, as are two brand new Chapters: 05 - The Sundering and 06 - The End, the latter bringing the story to a closure.
GENERAL AI IMPROVEMENTS
Improved Brute behavior.
Improved accuracy and behavior for armed enemies.
Various other fixes for armed enemies.
Fixed a crash caused by zombies exploding.
Fixed an issue with enemies changing color before dissolving.
General improvement of enemy performance and behavior.
Polished enemy animations.
GAMEPLAY RELATED IMPROVEMENTS
- Improved accessibilitya left-handed control layout has been added.
Improved locomotion.
Menu laser pointer fix.
Revised checkpoints.
New safety timers for objective triggers.
Fixed teleports.
Updated enemy encounters.
Improved navigation.
The flashlight can not be dropped accidentally.
Melee weapons can be stored (one at a time).
Fixed flamethrower.
Fixed ladder static component.
General sound mix balance update.
PERFORMANCE OPTIMIZATION
Various skeletal meshes have been converted to static meshes.
- Fixed memory leak issue in Chapter 03unused particles are removed.
Updated level streaming.
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The full patch notes will accompany the update itself. We'd really love to release it before the end of October in preparation of the game's full release later this year, but keep an eye out on this post's comment section, if anything happens i'll keep you all updated there.
We're soon launching a devlog series on our Youtube channel, so if you'd like to stay up to date with our projects and our team, consider subscribing. :) You can also hop on our Discord server to get in touch with the developers.
Once again sorry for the silence, and thank you for your patience and continuous support! XREAL Games Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
