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Dynatomik

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A member registered Feb 03, 2025 · View creator page →

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An interesting idea indeed. Would solve to problem of running out fuel, which eventually happens. Will give it some thought.

Hi, TheMilkMan1746. Glad to know you enjoyed our game. Yes, we are working on an easier game mode indeed. Doubling the stamina on easy mode is quite a neat idea, will probably add it.

We are aware that is been a long time since the last update. A lot of our effort has been put towards developing the second night. Still, a further update of night one is on the works too. Lots of work is being done on both nights; it just takes time. But be assured that the wait will be worth it.

Hi IHasERER, Thanks for your input, the generator could be a bit annoying at times, we are still working on the balance of the game, we are also working on an update that will introduce an easier difficulty setting that will make the animatronics less pushy reduce the generator fuel demand if selected.

You can lose the animatronics by staying out of their visual range for a few seconds, you will be considered out of sight as long as something solid like a wall or box is in between you and them.

Also you can hide under the tables but if done so often the animatronics will start checking under them if they saw you hiding. (This won't occur if you are already hidden and the animatronic is just passing by) Also be aware that once an animatronic enter 'rage mode' (her eyes become black) they won't stop chasing you, and your only escape is to lock yourself up in the control room.
Hope this help, and thanks for sharing your experience.

Hi MindlessScientist, sorry to hear you are experimenting these difficulties while playing. We have been working on an update that will improve the item collisions among other fixes. It will also introduce and new optional difficulty setting that will slow down the fuel consumption considerably providing a more relaxed game experience.
You can hide from the animatronics under tables, but after a few times they will start checking under them if they saw you hiding.
Thanks for sharing you experience it, help us keep improving our game.

Hi TheDownFallOfDiddy, thanks a lot for your comment. Glad you enjoy the secondary quests as well as the main ones. In fact, that's the spirit of the game, the main story takes you from A to B but, as you discovered, there is much more to explore and see aside from the main quest line.

You proposal is certainly interesting. As in the current state of the game when you finish a quest for a certain animatronic her satisfaction starts rising to a predefined level (determined by the quest's difficulty) and immediately starts decreasing after reaching the target value. This could certainly be improved.

As for Night 2, development continues at as steady pace. However, it takes time. And as you pointed out, there is no need to rush it.

Hi RenAngelT1, glad to know you are enjoying our game. We been working on improving the animatronics' detection mechanism. The new detection system will introduce a small delay at long range, so the animatronics don't insta-detect the player from too far away. Hover this is still under testing. If that doesn't solve the issue we may have to resort to shorten they detection range.

The idea to make the animatronics' vision cones visible been there from the start, but haven't found a way to justify its existence in universe yet. We thought on it as a very end game upgrade so haven't look into it too much yet. Your idea to be able enable it from the start, as a sort of 'train wheels' system is interesting indeed.

That one is the trickiest, but you almost got it. In fact, that very item is the key the last scene and last secret. But there is a catch, it can only be used when a certain quest, is active. Just place this item alongside the main one for that quest.

Hi, IliaTopuriaa. Thanks a lot for your support!

 Night 2 is on the making, but still has no release date. Is just hard tell how long it will take to develop given the amount of content is will induce.
An introductory cut scene was in the plan but haven't got to it yet. You're right about the lack of hiding spots (and the fact they a bit hard detect). The map will certainty need more of them as it gets larger, and the player will have to venture further away from the control room.

Hi xavier2005, glad to know you are enjoying our game.  You pretty much nailed it with the issues you described. 

We will probably add more hiding spots as the map grows bigger and the player has to venture further away from the control room. 

As well as adding more item variety. We just need to come up with new consumable items for the player besides the batteries and energy drinks. Those ideally, those could be found inside the boxes that lay around the map, giving them a purpose beyond being simple destructible obstacles. 

It true that the story start is a bit rough around the edges, we originally planned to add an intro or cut scene at the start of the first night, but we haven't got to it yet. 

Hopefully we will get to sort these issues as the development progresses. Thanks a lot for your feedback. It was really helpful to keep improving our game.

Hi Glitchingman2020, the boot disk is located over the table that's on the rightmost side of the backstage.

Hi Jose_Urrutia, hope you are enjoying our game. Thanks for your comment! Will do our best to fix the bugs you just mentioned. Hopefully they will be solved for the next update.

Hi juju, to find the generator, as soon as you start take the left blast door and then go right until you find a green metal door, is closed so turn left, after a small wide corridor you will be in the workshop, turn left again and walk to other end of the workshop, turn right, there will be another door got past it, you will be in the power room, the generator is at the very back.

The keycard is on the first drawer of the desk right were your start. Also don't forget to pick up the flashlight from the desk while you are at it.

Hi Luis Moroni, an android version isn't very feasible. Is not that we aren't willing to support android, but rather, we know that for the vast majority of android devices out there our game is just too heavy in terms of GPU and VRAM requirements for what mobile platform can offer.

Hi Aurthur Smith, hope you're enjoying our game. Does the game runs slower when in that glitched state? or is just visual?

In such case, you can try running the game on open GL mode, to do so create a shortcut, edit it and add '--rendering-driver opengl3' to the target field.  

We will get to work on fixing the issue on the fuse box mini-game, there is probably some collision shape that is getting clip into the box geometry, thanks for letting us know.

Hi Schurr, thanks for your input. We are still working on the game balancing, and plan to add an easier game mode too, we are still unsure if fuel will be unlimited there though.

As you pointed out, the backpack is really hard to find when is pitch black. That certainly needs fixing.

The axe can spawn in one of three places and may change on every run on a random basis. These being: the generator room, the workshop or the storage room.

Hi Schurr, to enter the kitchen you need the blue key card, to get into the room atop the stage stairs you need the axe to unblock the door.

Hi trisk_tal, the error you are experimenting may happen when the game has not enough VRAM to fully load the map. To know if that’s the case you can try lower down the video settings. Run the game in windowed mode and pick the lowest resolution. Disable v-sync and set FPS cap to 30. If that's not enough try reduce the scale 3D to around 0.7, hope it helps.

Hi, BuciferColor, thanks for your comment. The bug you mentioned regarding the bag pack being dropped out of bounds definitively needs addressing and hopefully will be fixed in the next release.

 As you noticed, Frenni has a few tricks up her sleeve. If you try to jump up and down the stage to confuse her while she is chasseing you, she will jump down to you instead of using the stairs. Likewise, if you try to close a door while she is crossing it, she will walk through it (this last is done mostly to prevent her from getting stuck in the map geometry when she opens doors herself) but some that behavior may need some polishing too.  

Despite the effort put in the optimization the game is quite heavy on the GPU. The intractable objects should display a white outline while you hovered the crosshair over them, but perhaps the shader that does that is not being rendered. Is hard to know the exact cause but given how far you have to crank down the settings to get the game to work, is no supersize that something got glitched down the render pipeline.

Hi skellyflo, glad to know you are enjoying our game. We are still working on the balancing of the generator vs fuel. 

We really appreciate your comment.  Every bit help us to improve the game even further.

About that last collectable, it is actually less hidden than the first one. You probably already passed right beside it towards the end of the main quest line.

Hi, DaRandomWatcher, a native linux version is in our todo list. As for now, you may use the Windows executable on Wine. It runs as it is with no extra config.

Hi Wings of freedom localis, we pretty much appreciate the offer. We will have to consider it.

Hi bananamaster557 in order to unlock the scenes you have to complete Frenni's quests. Be aware that the scene won't play immediately after the quest is completed, you have to wait for Frenni to walk to where the scene takes place, once there she will start playing the animation. In order to view the scene in 'interactive mode' you need to get closer to her and the viewer will trigger.

Hi Orcchop, for what we get from your screenshot the generator has fuel in it and the main breaker if off hence the doors have no power. Then you probably have been captured which sent you back to the control room. But al lest one of the doors had to be open in order for you to leave the control room (at the beginning of the game only the left one works) which is clearly shut. Then how do you left the control room? If you can describe the sequence of events that got you softlocked, that will be of great help.

Indeed the same issue. The camera handles the event and triggers the signal but since the quest isn't there it just flies by. Thanks for letting us know!

Oh, got it! That make total sense since the trigger is only processed if the quest is set. Also by the time the quest is added the disk is long gone so it won't count. Thanks!

Hola Mrpototo. Lo que ocurre es que ella vuelve a "sobrecalentar sus circuitos" al cabo de un tiempo. El por qué eso ocurre se explica más adelante en la historia.

Hi STE|HuntertheWolf as always we appreciate you input and your enthusiasm. And while your idea isn't bad at all having only one animatronic going feral at time will keep the difficulty level constant across all nights rather making it escalate.  

That said, you comment really gave us a lot to talk, even the idea for a whole new game sprung from that.  

Thanks again your comments and suggestions, they are always welcome.

In theory, you should be able to place the floppy inside the computer then flip the CCTV switch and finally interact with the computer to turn it on. It should work regardless of the order. But perhaps is not well explained in game. We will check it regardless.

 The cameras not counting however, that's an issue indeed, we will need to look into it. Thanks for letting us know.

Hi Mangemanner, glad to know you are enjoying our game. We are currently working on the next night, which will add more content and a new animatronic. 

Actually the semi-sequence-break is intentional, to allow for some degree of player expression. In other worlds, lets you play the game the way you like the most.

Hi Sesquipedalian, we haven't really thought on it yet.

That's quite a strange bug. Did the computer glow orange when you hover the disk over it? (that's the cute to let you know you got the right item). This is how it should look like.

Измените движок рендеринга на OpenGL. Для этого создайте ярлык исполняемого файла игры и добавьте следующую опцию:

--rendering-driver opengl3

в поле "Цель", сразу после ".exe" и вне кавычек, если таковые имеются.

Hi, Gamer_cha, glad to know you got it working! The FPS drop you experimented on turning on the light probably has to do with the VoxelGI kicking in. It is known to take a toll on integrated GPUs. Adding an option to disable it from the game settings has been on our to-do list for a while. Thanks for the insight!

Hi Redesserter. You did an amazing time indeed.

 The new time to beat is now 4:01.

Hi Pirateaccomplished35, to insert the disk in the computer. Drag it from your inventory over the monitor (not atop it). The computer should glow orange (sometimes this takes a split second) only then let go the disk.

If the switch labeled CCTV in the office breaker box is turned on the computer will start after a second. If not turn the switch on and then interact with the computer again to start it. 

Hi SPACEcolega. An almost perfect run indeed! You even got Frenni there, quite a feat!

Hi SFM IDK, Glad to know you are enjoying our game. Thanks for sharing your experience. Indeed the generator is one of the major things to be wary off and it can be a bit annoying (but that's part of the challenge). Still we are considering the addition of an easy difficulty mode that will greatly reduce the energy usage rate.

Hola Mateo90ka, el error que experimentas es un tanto difícil de diagnosticar.

Para solucionarlo puedes intentar los siguientes pasos:

1- Cambia el motor de renderizado a OpenGL. Para ello, crea un acceso directo al archivo ejecutable del juego y añade la siguiente opción:

--rendering-driver opengl3 

en el campo "Destino", justo después de ".exe" y fuera de las comillas, si las hay.

 

2- Elimina la caché de shadders que se encuentra en la siguiente ruta:
C:\Users\<tu usuario>\AppData\Roaming\Godot\app userdata\Underworld\shader_cache

 

3- Si lo anterior no ha funcionado puedes intentar actualizar el controlador de tu GPU

Hi STE|HuntertheWolf. Some nice ideas you got there. We will have to give them some thought and see what is within our capabilities. And while the idea of a med bot is quite appealing it will require to rig a full new character (and probably model it) which will introduce to much of a deviation from the current task of developing the 2nd night. So we will revisit this idea when the game is in a bit a more complete state. The medical room and the breeding room, those we would be nice additions to the map.

The girls will in fact will grow closer to the player as the campaign advances and the story unveils.

And about Chica (or more precisely Chiku), well let's just say you pretty much nailed it spot on!