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Atrio: The Dark WildNewsImproving Atrio
Community

Improving Atrio

Atrio: The Dark Wild · published 18 Jan 2023, 01:39 UTC

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First of all, thank you to everyone who played Atrio. This is our first major game, and seeing the amount of support truly warms our hearts. If you've seen some of our devlogs, you'll know how much we care about Atrio and now that we've survived launch week (without too much disaster), we want to start addressing some of the criticisms we've received.

Nearly all of the criticisms were valid and well deserved. We think the game is very fun but we know it can be better.

Here are the top priority fixes we will be addressing:

Gameplay improvements (first round)

  1. The pickerpal RNG & the Fuel depot
    • We hear you. Nothing is more frustrating than your lightbulb line shutting down mid exploration because one of your pickerpals is galivanting off in the distance.
    • I'm going to start experimenting with the pickerpals this week to see if we can make them gather fuel at a consistent rate.
  2. Pushback splitters should be more useful (and more of them to capture)
    • We had designed factories to not need the pushback splitters, but it was an oversight to limit how players can create their factories.
    • We also need to address the fact that if you want to make a mega base, you should be able to capture as many pushbacks as your heart desired. We are going to find the best way to do this.
    • Pushbacks don’t do anything if the line is clogged. We need to address this.
  3. Tornatoads should wait if line is full (same with saptaps)
    • We've been getting a lot of bug reports about this one, and it's been causing a LOT of issues by maxing out memory. We've already fixed this and should have it up by end of week (potentially even tomorrow).
  4. Key Rebinding (in settings)
    • We've received a lot of feedback about this one, so we've bumped it up in our priority list and will be adding key rebinding.
  5. Fast travel kind of sucks
    • This one has lots of spoilers so I'm not going to say much - We're going to look into improving this.

These are the top 5 features, but certainly not where we stop. Expect more once we tackle these.

Bug Fixes (first round)


Here are the highest priority bugs we plan on fixing (or have already fixed but are waiting to go live)

  • (Fixed) Plunger quest dialogue says you have purple batteries, but you don't actually have them
  • (Fixed) Electric flowers west of the station don't regenerate
  • Factories stop auto pulling items late into the game
  • Building an item under the Iris-Station deletes the Station 4 chip (Same if you leave the backpack)
  • Players dying on odd spots and their bodies aren't accessible
  • Deer factories are "vanishin
  • Players can die during the punk monk sequence, stopping them from unlocking the blue bar
  • Bees not working as expected? (need investigating)
  • Placing factories on top of core items breaks stuff

Hopefully we can start to alleviate some of the frustrating parts of the game and continue to leave players happy with their Atrio experience!

Stephen & the Isto Team

More from Atrio: The Dark Wild

Other announcements

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