In this update2
Full notes
Full The Hideaway update
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What changed
- Gameplay
- Performance
- Maps
The Hideaway changes
Hello everyone and welcome to this new Devlog !
I'm pleased to announce that a playtest of The Hideaway will be opening soon, and you can already register for free on the Steam page of the game !
I hope you are all doing well and I hope you didn't forget about The Hideaway. I'm really sorry to be so irregular in my publications. However, during that time, I've been working on new things for the game including :
The explorer mode : position imprecision issues, player movement, gestion of vessels, resource mining, procedural flora placement, procedural orbits and planet self-rotation, realistic light management ...
The story mode : lootable notes, codes to find, breaker sequences to understand, resources and basic crafting, environment and visual optimizations
Global performance optimization : The Hideaway should now run way better on all platforms. I've implemented more LOD's, Impostors, compressed textures. The grass is now GPU-Computed.
Extractions : To extract each environment in Story Mode, you will have to untangle the secrets of every map. Each map is different and has its own way out.
Issues with vitals: I've made player vitals way more easy to manage. Eating is now required but not eating is only deadly on a long term.
Unpurified and purified water / safe foods : The food and water you will be able to find in your environment is not safe to consume, each time you eat/drink you'll have a proability of catching a deadly disease.
Deadly bushes : Deadly bushes have been nerfed. The probability of them giving you a disease is now 40% per direct contact.
All those features will be included in The Hideaway - Chapter 1 playtest so REGISTER NOW !!
--> THE PLAYTEST WILL OPEN ON 03/30/24, STAY TUNED ! <--
See you soon explorers, I hope to see you all in the playtest ! Peace out, Rec0re.
Source
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