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Update Coming Soon

Hello Sleepers, Happy belated Easter Weekend! Hope you all had some time to relax and get a bit of gaming in.

We're doing some final testing on a nice update we've been working on for the past week. We've got a few new features that should improve the overall experience quite a bit; here are a few of the big points coming in the update:

  • Improved Cryo Cores and permadeath systems - now when you find a Cryo Core, and activate a Cryo Tube in one of the 3 clinics throughout Eden, you'll respawn at that location without resetting the world. This means that you can return to your body to pick up your items and upgrades, and your base will still be intact where you built it. However you will still lose any bio-augments (as your old body was killed!) so dying will still have a penalty.
  • Certain key locations in the world are now locked; you will need to find keycards which contain 4-digit codes to unlock these doors (the keys are randomly generated each playthrough). However once you do find the keycode to unlock these doors, there are guarunteed items that spawn within such as buildables, weapons, or even Cryo Cores in certain locations.
  • NPCs have been given a lot of love; we've fixed a bug related to "phantom hits" where the player would recieve damage when it didn't look like the NPC was attacking, they've also been made more aggresive, reducing the amount of time they wait between actions. We've also fixed and cleaned up some miscellaneous animations that were not working correctly.

There's also a huge list of other miscellaneous fixes, but these are the big ones we're got coming. We're looking forward to getting your feedback on these additions!

AMD Crashes

One last thing for this update; we're aware of a nasty crash that seems to be happening only on AMD R9 280, 290, 380. 390, etc. GPUs. We've been doing a ton of digging into this throughout the past week and are communicating with Unity about the issue; we unfortunately do not have a fix yet, but wanted to let you know that we are aware and working on it.

It is possible that DX11 is part of the issue, so a potential fix may involve looking into DX9 support, though this is not ideal of course as it would negatively impact performance and some visuals. We'll keep you posted on our progress.

That's it for now; keep an eye out for the update coming soon once we're done our round of testing!