
The Astracolypse v0.4 patch is now available in closed testing.
This build features a slew of UI-related improvements. The entire UI has been reskinned and received a number of feature improvements.
We've also introduced a new Skill Tree system with branching trees. This is a major improvement over what was available during Steam Next Fest. It features branching skill trees, new perks, and upgradeable abilities.
Starving party members will now disband from your party and attempt to feed on you. This will initiate a combat sequence with that party member.
This patch also includes the usual collection of world improvements, save game management improvements, bug fixes, and other enhancements.
In addition to the v0.4 patch, we have also opened up playtest signups. If you'd like to participate in any of our upcoming playtests, you can sign up on our Steam page.
Abilities can now be enhanced using the new skill tree system. More details on that can be found in the Skill Trees section of these patch notes.
Gave the required levels of different skills a balance and usability pass to improve progression.
Counterattack has new animations for both its use and reaction animations.
Curse of Hesitation (Doomsayer) has new visual and sound effects.
Added new sound effects to the Spreading Dread ability (Doomsayer).
Required materials in a recipe will now have a red-tinted name if you do not have the required material and will be tinted green if you do.
Disabled foot IK on some portions of animations where the IK was causing animation issues.
Fixed a cleanup-related issue with encounters if you defeated the final target using a Counterattack.
FSR support has been restored. It had been temporarily disabled since the Unreal Engine 5.8 port.
If you allow a party member's hunger to reach the starving level, that party member will now disband from your group and attempt to feed on you. Previously, starving party members simply died.
Added the capability to give each save a custom name.
It is now possible to delete save games. The game will present the user with a yes/no confirmation to prevent accidentally deleting saves.
Made many changes to the map to add new points of interest and props to the world, along with some optimizations.
Reduced the starvation rate by 25%.
We've introduced a new branching skill tree. Each playable class has its own unique skill tree. This encompasses both abilities and passive perks or stats.
Abilities can now be enhanced using training points in the Skill Tree. These enhancements can add to or improve the default capabilities of that ability.
Introduced new damage, mana, and recovery enhancement perks.
Players now receive 1 training point per level after level 1. This allows greater flexibility when customizing your character.
We are transitioning to an improved user interface. The new UI includes visual and quality-of-life improvements. We did not document every improvement to the UI; only feature additions or important tweaks are noted below. Most widgets received improvements, however.
The turn order widget for each player or NPC now also shows a health bar on the character's icon. This existed before, but it has been improved to make it more distinct, with a red color that overlays well with the new interface.
Added a comparison screen for moused-over items if you already have an item equipped in the slot they require. You'll receive a side-by-side comparison of the two, so you can more easily determine if the item is an upgrade. Stat differences are highlighted.
In addition to a visual revamp, the pause menu can now be exited with the Backspace key, in addition to the Escape or P keys.
Items in equipment slots now show their tooltips properly. This previously only worked for items in the inventory.
Corrected an issue where out-of-combat harvestable mouse-over tooltips could remain on the screen during encounters if you entered combat while they were active.
Fixed a gamepad-related bug where pressing the B button to close a window could conflict with building bindings and instead open the building menu.
Fixed a bug that allowed the Select Target and Ability displays to overlap momentarily in certain circumstances.