In this update13
Full notes
Full Kvark update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- UI and audio
- Balance
- Fixes
Kvark changes
Hey everyone!
We are back with an update and information about the future development of the game.
Let's just start with the important thing: Our original plan was to have 5 chapters in the game. This was also stated in early access description on our steam page. After careful consideration and planning we have decided that we will merge some levels and instead of 5 smaller chapters there will be 3 bigger chapters.
Why?
We originally thought that each chapter would have a different number of levels, so chapter 2 would have 3 levels, chapter 3 would have 4 and so on. But we have realized this is quite confusing and impractical so we are merging everything into 3 chapters each with 5 levels. As it will be easier to manage this you can expect more content with this change.
Where are some dates?
We know that we didn't share any public roadmap with you and now we want to correct that, so this is our plan:
What are those feature updates in between chapters?
We are always working on some cool new features that aren't dependent on release of the next chapter and we would like to release them as soon as they are ready. For example we are now planning to add level selection and speedrun timer. Those features don't need to wait for a next major release.
How is the 2nd chapter going?
We were working hard for the past few months and here are few sneak peeks from the development.
Small spoilers ahead!
We've finished first two levels
With many new interactables
And a new enemy
We are also working on a new introduction video for the second chapter
More to come! If you want to follow our development, we post regular development updates on Twitter.
Comunity spotlight
Small comunity of speedrunners emerged organized by goober was able to create category for Kvark on Speedrun.com and we already have some great runs, skips and funny glitches. So if you ever considered speedruning Kvark we encourage you to give it a try.
And finally here is the changelog for the new update:
New features:
Enemies limbs can now be shoot off
You can now interact with lamps and oil cans!
Mutant's projectile will now splash on impact and create more dangerous area around it
Enemies will now try to split when attacking player so they don't go in one line
Fire extinguisher will now start to fly and explode when shot
New and improved animations for rat, chemik, chemik with gun and mutant
Improved saving system, we measured twice as fast loading times in some cases
Pickaxe and spade are now also props
Changed and improved system for switching movement animations
New system for setting parameters on materials, this will optimize enemies, interactibles and more
[audio] Added sound to mutant's goo
[audio] Improved audio in animations
[audio] Heavily optimized all audio features, measured 10% less utilization on CPU
[audio] Added drag audio to props
Balancing:
Decreased damage from enemies on easy difficulty
Increased mutant's goo damage
Players will get a little bit more ammo from pickups on easy difficulty
Bugfixes and tweaks:
Improved lightning
Fixed some stuck spots in level 3
Enemies won't shout if they don't have head
Improved physics on some props
Radio audio no longer gets occluded when shot
Optimized some shaders
Tweaked FOV change intensity when running
HDR setting is now loading correctly
Chemik will drop his gun when killed (just a visual thing)
Step sound has a different volume for each movement state (walk, run and crouch)
Source
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