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Genesis NoirNewsThe Checkpoint Update!
Major update

The Checkpoint Update!

Genesis Noir · published 13 Jul 2021, 15:28 UTC

All newsPlayers around this dateRead on Steam

Hello everyone! It's been a few months, and we've been hard at work on this major update.

Most importantly, this update adds mid-level checkpoints! A circular indicator will be shown in the bottom right of the screen whenever a checkpoint is reached. Most levels will have 2 to 4 checkpoints during transitions between key interactions. We'll be working to add more in a future update.

While we've worked hard to test these checkpoints, there may be unexpected issues that we're unaware of. If you encounter anything strange, send an email to [email protected]. Also, you can revert to the previous non-checkpoint version of the game using the Previous branch in the Beta section if desired. This will not break your save data.

Additionally, we'd like to thank everyone on the Mac team at Epic Games for working with us to solve a big issue related to mouse movement, where no movement would be detected if the cursor is moved along the edge of the screen / game window. This fixes various issues on Mac where several interactions would behave strangely due to this bug.

While adding checkpoints, we've also fixed a large number of additional issues. Here's a full list of everything we've done:

  • Singular: Bypass a strange engine bug that occasionally causes the mini character interactions to not return to the clock scene.
  • Singular: Ensure that held keys/buttons are cleared after the bench cutscene. This fixes any issues related to not being able to interact with the scene.
  • Singular: Ensure that held keys/buttons are cleared after each timeline. This fixes any issues related to not being able to exit a timeline.
  • Singular: The B button on gamepad can now be used to exit timeline scenes.
  • Hunt: Fix for character getting stuck in the cave near a mushroom, due to a tiny missing bit of navpainting.
  • Collision: Increased gamepad deadzone for activating knobs in the lab interaction. This fixes an issue where releasing the analog stick could move the knobs when not desired.
  • Improvisations: Restore cursor position to somewhere sensible after dragging a train. This prevents the cursor from getting lost at the edge of the screen.
  • Thaw: Prevent the player from standing on the firewood or bucket objects, which can cause the pick-up animation to never complete.
  • Seeding: Fix for character falling thru the world if the inventory hand opens while the character is in mid-air.
  • Seeding: Removed potential divide-by-zero in plant-spawning code.
  • Gather: Fix for the cursor getting set to an invalid asset if the level is exited via the pause menu during the lotus flower interaction.
  • Gather: Prevent unintended things from happening if the level is exited via the pause menu during the ash-clearing interaction.
  • Reflections: Prevent unintended things from happening if the level is exited via the pause menu during the reproduction interaction.
  • Singularity: Prevent unintended things from happening if the level is exited via the pause menu during the smoke-clearing interaction.
  • Switch: Restore default rendering settings when returning to the start menu via the pause menu.
  • Options: Fix for material quality not being applied correctly due to confusing parameters in the engine.
  • Mac: Fix for cursor movement not registering if the cursor is moved along the edge of the screen, which made a lot of interactions very difficult to complete.

    Thanks again for all your support, and stay tuned for more updates!

    ~Jeremy, Technical Lead

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