TL;DR version:
Dark Fracture visiting EGX, it was amazing!
The body farm is getting bigger
New movement features
UI and interaction with objects has been improved
Physics is being enhanced
Implemented full controller support
New accessibility options
Prologue localization is almost here
Happy Spooktober, and welcome to the 11th development blog of Dark Fracture š
As theĀ virus-that-shall-not-be-namedĀ is loosening its grip on the world, things are slowly getting back to normal, and physical events are making a comeback. For the first time in almost two years, Dark Fracture: Prologue was playable at a physical location, more specifically at the show floor ofĀ EGXĀ in London. Hundreds of players stopped by our booth and it was a memorable experience for us.
Here are some of the best pictures we collected during EGX:
Of course, we havenāt made a whole devlog just to tell you about EGX. The last month has been quite intense for the development of Dark Fracture, and we want to share with you some of the highlights.
The body farm is growing
One of the most morbid yet fascinating aspects of real body farms is how many different ādecomposition scenariosā are prepared to allow scientists as many different case studies as possible ā bodies are placed on grass or dirt, unearthed or semi-buried, submerged in water or mud, exposed to insects and fauna or partially protected, and so on.
This variety allows for multiple scientific disciplines (forensics, biology, and entomology just to name a few) to be involved in the research, thus requiring appropriate laboratories to be available on the site. Add to that the metaphysical nature of Dark Fracture and how isolated our body farm is, and you can imagine how fast grows the need for virtual space for the characters of our game.
All of this is to say that the body farms environment is getting bigger and more facilities are being added to it. The teasers we released so far no longer do justice to what the body farm is becoming, and you can expect some very interesting shots in the future.
New gameplay and visual features
We often ask ourselves: how can we make Edwardās life more miserable (and scare the player more)?
Lately, we have figured that claustrophobia could be aĀ fantasticĀ way to achieve that, and while open-air environments remain a staple of the body farm, crawl spaces are now a thing. Take a look at this gif and observe Edward dragging himself through a twisted vent:
Moreover, as we want to raise the quality bar of our game and make it distinguishably superior to the original Dark Fracture: Prologue, character movements are being enhanced, the UI is getting an overhaul to be more pleasant to the eye, and more interactions are being added.
For example, doors and drawers can now be physically moved using the mouse:
Physical objects trajectory is getting improved, and we have also added an option to drop them:
More accessibility options
We cannot stress enough how much the feedback we received on Dark Fracture: Prologue has been helped us to understand the players' needs. That is why, due to popular demand, we added a lot of new game settings to give better control to players, including but not limited to a customizable field of view, chromatic aberration, brightness, crosshair size, subtitles settings:
Last but not least, full controller support has been fully implemented:
Dark Fracture: Prologue localization is still ongoing
As we have mentioned in our previousĀ devlog, the localization of Dark Fracture: Prologue (coming in French, Italian, Spanish, Portuguese, German, Russian, Chinese) has proven to be quite labor-intensive. That doesnāt mean is not ongoing, and we are looking forward to releasing the update by the end of the year.
Don't forget to add Dark Fracture to your wishlist to not miss any updates š
Lastly, if you want to get directly in touch with us, feel free to join our community on Discord š
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