Full notes
Full Desaturation Point update
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What changed
- Gameplay
- Performance
- UI and audio
Desaturation Point changes
The Release Version of Desaturation Point is finally here!
Our cosmic horrors are ready to be unleashed (mainly because our team of developers failed to contain them to Research Station Delta) and we need YOUR HELP to stop them!
We're super excited to bring you the final (or near-final) update to Desaturation Point! The game has changed immensely since we launched into Early Access and we are SO PROUD of the work our team has been able to accomplish!
Below is a mostly comprehensive list of the changes we've made since our initial Early Access Build. Notably, this version of the game features robust updates to the game's initial control schema, options menus, and performance.
Partial VO Implementation: Our Berklee Audio Team has worked hard to fully integrate VO snippets into the game. Shudder in terror as MacAuliffe utters his last few words!
- Arctic Lab Level UpdatesWe've made massive improvements to our visual assets and effects to showcase the corruption happening throughout Research Station Delta. Additionally, the second act of the game is now available! Venture through both unique wings of the facility and learn about the anomalies that have taken root near the station's center.
- Narrative & DialogueThe story UI is improved and better than ever! Listen to Voronin, Gagnon, and MacAuliffe as they travel throughout the lab while also discovering hidden text logs placed in each of our two levels. Explore their dynamic dialogue systems as they seek to survive.
Monster Types: Witness the Apex, Charge, and Grazer monsters as they sneak through vents, endlessly pursue your team, and steamroll any unobservant researchers respectively.
Monster & Character Animation Updates: Monsters now have idle animations (the Spike monster cycles between 3 different idle animations) and character movement has been tuned to feel just a little bit better.
- Updated CreditsThe game's credits page has been updated to reflect our ENTIRE team.
Full SFX & Audio System Implementation: Ranging from audio cues, menu music, and dynamic layered audio tracks during different segments of gameplay, our Berklee Audio Team has worked hard to fully integrate WWise functionality into the build.
FoW Updates: The Lab is now more atmospheric than ever with quality of life and visual updates. The darkness hasn't ever felt so...dark?
- Sound & Display/Resolution Configuration SettingsWe apologize to all those with busted eardrums and eye sockets from our previous builds. We made sure that audio levels and display/resolution settings can be adjusted accordingly. This includes a fix to users who play Desaturation Point using multiple monitors.
Updated Interaction Icons: Tools, items, doors, and logs now boast custom-made interaction icons so you know what you're looking at, picking up, or using.
Misc. bug and quality of life fixes:
Fixed an issue where the text log game object would not appear in-game
Added a text screen to the generator object to indicate remaining powercells
Fixed a bug preventing footstep sounds from playing
Fixed an issue where the logo would not appear on the game's executable file
Adjusted level level transitions to include fading between scenes/levels
Implemented various character and animation bug fixes
Implemented various inventory icon bug fixes
Implemented various inventory item bug fixes
Thank you so much for your feedback over the last month - the community has helped us improve the game DRAMATICALLY! Please share Desaturation Point with your friends and continue to give us your thoughts as you play!
Until next time, Research Station Delta developer team, out!
-The Desaturated Games Team
Source
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