Hey everyone,
Stephen here. We're happy to release our second "improvement update" to Atrio! As compared to the last update, we took on some of the more complex/harder to implement, but we're happy to see it completed and ready for all of you.
Original Promise -> First update -> Second Update -> Third Update (upcoming)
Status report
We want to stay accountable for the features we promise to fix, so here's a status report of where we stand:
Gameplay improvements (100% complete)
- FIXED - The pickerpal RNG & the Fuel depot
- FIXED - Pushback splitters should be more useful
- FIXED - Tornatoads should wait if line is full (same with saptaps)
- FIXED - Key Rebinding (in settings)
- FIXED - Fast travel kind of sucks
- FIXED - pushbacks should be more readily available
Bug fixes (80% complete)
- 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
- FIXED - Factories stop auto pulling items late into the game
- FIXED - Building an item (or leaving the backpack) under the Iris-Station deletes the Station 4 chip
- FIXED - Placing factories on top of core items breaks stuff
- FIXED - Players can die during the punk monk sequence, stopping them from unlocking the blue bar
- FIXED - Players dying on odd spots and their bodies aren't accessible
- FIXED - Deer factories are "vanishing"
- TODO - Bees not working as expected? (need investigating)
- TODO - Items are sometimes stuck in the fuel depot
Gameplay Improvements
1. Basic Key Rebinding

- Players can now remap keyboard/mouse
- Players can now remap their controller.
The key rebinding menu serves two purposes - It lets players change the controls, but also surfaces some of the controls that weren't previously apparent. You'll also notice that some of the controls are locked - these controls are woven into the game in such a way that they're very hard to untangle. We wanted to get a basic version out the door, so the controls are currently locked, but we hope to allow additional mappings in the future.
2. Fixing Fast Travel
Many players had valid criticisms of the Fast-Travel system, and I read all of them with hopes that I could come up with the best solution. Some people had amazing ideas, but would require HUGE reworks of our systems.
I ultimately found a solution that was relatively risk-free to implement (leveraging existing systems that work well) and faster to implement. Here's what I did to improve fast travel:
- Iron Chests & Iron Dispense Chests are now craftable,
For those that are transporting items across rivers, being able to dump 100 items into a dispense chest seemed non-negotiable.
You can unlock and craft them after you find Station 5.
(Anyone who has a save file beyond Station 5 will automatically be able to craft them) - The Entangled Chest.
The Entangled Chest is a shared chest that points to the same inventory, no matter where you go.
Like the Iron Chest, you first can find them while you progress in the story, and then later on in the game, they become craftable. 