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Steam News6 September 20196y ago

Upcoming release

What to expect from the upcoming release. Finally, after more than a year working on other cool experiences and games we are finally finishing up the Steam release. This release, known as version 1.

Full notes

Full KIN update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes11 additions5 changes1 removal
  • Store
  • Gameplay
  • UI and audio
  • Events
changedWhat to expect from the upcoming release.This release, known as version 1.1 will contain a lot of changes since the original release on the Oculus store, most changes though are under the hood.
addedWhat to expect from the upcoming release.We'll describe a short list of new features and what to expect for the next updates.
addedWhat to expect from the upcoming release.What has changed, or is new:
changedWhat to expect from the upcoming release.Moved all platform specific code to interfaces / wrappers (this allows us to port to other platforms more easily and accommodate platform specific features.)
changedWhat to expect from the upcoming release.Button remapping has gotten an overhaul and the input manager in general has gotten a complete rewrite.
addedWhat to expect from the upcoming release.Achievements have been added, for those that like a challenge that allows them to spend a bit more time in the world of KIN.

What to expect from the upcoming release.

Finally, after more than a year working on other cool experiences and games we are finally finishing up the Steam release.

This release, known as version 1.1 will contain a lot of changes since the original release on the Oculus store, most changes though are under the hood.

We'll describe a short list of new features and what to expect for the next updates.

What has changed, or is new:

  • Moved all platform specific code to interfaces / wrappers (this allows us to port to other platforms more easily and accommodate platform specific features.)

  • Button remapping has gotten an overhaul and the input manager in general has gotten a complete rewrite.

  • The main character controller code has been made to be more stable as to withstand various framerate differences (jump height for example broke on higher framerates.)

  • The main character's weapons have been made more reliable. (expect a rewrite of the secondary attacks though for possible upcoming extra content.)

  • The save system has gotten an overhaul, rather than use C# binary serialization (or our half arsed version of it), we are now relying on an IFFL binary chunk based system, this makes save files very small, but also easier to expand on. At the same time saving and loading is done async now so to work on platforms like PS4 and Switch.

  • Small graphical fixes and additions have been applied to spruce the game up a bit (but not too much, as the minimalistic style is what gives the game its unique look.)

  • All lighting has been re-baked on desktop versions using a different baking/lighting engine.

  • Achievements have been added, for those that like a challenge that allows them to spend a bit more time in the world of KIN.

  • A whole new game mode has been added, the Boss Run, try to defeat ALL bosses in a row with just 4 lives.*

  • The cave system has been given a design overhaul, we've added flora and fauna that will grow denser the deeper you go into the caves.

  • A boss has been added to the cave system, one that relies on the colored puzzle mechanics seen throughout the caves.*

  • The UI system has been replaced with a new UI stack together with better rendering for all text based assets (legibility improvement).

  • Added experimental support for Vive wands and WMR controllers when running on Steam/OpenVR. This makes it possible to use the controllers sort of like a gamepad, we would not recommend it though as especially the wands where not designed with this in mind.

  • A non VR mode (2D mode) has been added.

  • For 2D mode a new camera system has been implemented, one that is able to switch between the vantage point previously provided by the VR headset (albeit in a constrained box that allows for parallax) and an overshoulder mode.

  • A system has been implemented to try and keep both the main character and the little robot in view when the little robot points something out (2D overview mode only.)

  • A new help system for 2D mode has been added (using tutorial movies, these are also accessible from the new help menu.)

  • 2D mode comes with some extra post effects, bloom and depth of field (can be disabled in menu.)

  • The 2D mode has additional settings like: framerate, vsync, framerate cap, post effects, etc.

  • Various creepers have been tweaked slightly in difficulty and behaviour.

  • Lots and lots of small tweaks, fixes, etc.

  • Might be delayed to next update in case the 5th boss isn't ready for prime time.

What to expect from updates after the 1.1 release.

If all goes well, we might have the means to add a couple of extra game modes. We have various ideas and a lot of unused game mechanics, designs and creatures that never made it into the main campaign.

On top of that, we'll keep patching the game on all platforms, so keep posting possible bugs, feature requests, etc.

Source

Steam News / 6 September 2019

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