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Game discussion / Is hacking/cheating possible in CryoFall?
« on: November 13, 2018, 12:25:40 am »
No, hacks are NOT possible in CryoFall as it uses authoritative-server model and any client-side changes are irrelevant.

And now, the longer version below:

The issue
Some players have asked us about potential hacking/cheating in CryoFall. Whether it is possible and what our approach is.

The bigger picture
Such concerns are expected nowadays - there are multitude broken online games released in the past few years. If fact, cheating is almost expected in multiplayer / online games nowadays. And even big successful games like Fortnite and PUBG are suffering from cheaters and their developers are even suing the cheaters. Mass-blocking the accounts of players suspected in cheating is something people are already used to.

Naturally, why would anyone expect a new indie project from a small team to be any different? But in reality the above mentioned problem doesn't have to be the case!

The simple reality
We're using authoritative server architecture which means that the server never trusts the client - it simply executes a limited set of allowed input commands and runs its own world simulation.

Normally this approach means that the client will have to wait for any changes to take effect but in our case the latency is concealed by using the client side prediction algorithms (basically client-side simulation for player movement and most of the actions including items management).

The server also doesn't send any information the client which it should not be receiving. For example, your visual scope is limited by server and attempting to hack the client to zoom out the camera more will provide no benefits as the server simply doesn't stream the world objects and characters outside the visual scope of your character on the server side. It means that the "map hack" (or any other hacks for that matter) not impossible.

Benefits of open source
Please also note, that all the game-related code is fully open source and its possible to see how everything is done and understand how it actually works.

It also means that any person could try to locate the places where we might have forgotten to put some necessary checks (which is quite unlikely, but could still be the case). There are dozens of remote procedures (such as "eat food") and we have multiple checks there to ensure that you met all the prerequisites to invoke such an action for the particular item in your current character's state.

As the code is available in open source it means that there will be many eyes reviewing the code and reporting any of the possible exploits - something which could never be possible with a closed source game.

Hacking attempts
Since the game has full support for client side modding it is possible to make any client-side changes. Some "hackers" may be impressed by the "results" they get with their attempts - like increasing their health points, weapon fire rate, inventory capacity or setting the technologies unlock price to zero.

But naturally, such changes could not be propagated to the server as it has its own persistent state inaccessible to players and running independent world simulation with it. There will be a discrepancy with the server and that's it - the server will not agree to the hacker's actions and they will have no actual effect what so ever.

The only one such "hacks" will fool is the hacker himself :)

Is there ANY hacks/exploits that are possible then?
This leaves us with really only one class of exploits which are still technically possible and that is bots and aimbots to assist players with the game. Yes, it's perfectly possible to write a bot that would automate certain action (e.g. gathering items) or assist in performing other actions (aiming).

Yes, these types of mods are possible and we neither could nor want to prevent this. The game is moddable to the maximum extent possible and there is no way of preventing this kind of modding without removing the modding capability altogether. But given real impact of such modifications there isn't much actual harm. Not to mention - all of these mods are available publicly and could be used by anyone. And we are even considering making some of them a part of the base game to remove the last reason to even attempt to do something like that.

The bottom line is, there is really no possibility for cheats in CryoFall due the authoritative server model we are using. Hopefully with this approach - CryoFall could be one of the very few games where there are no cheaters and everyone plays under the same rules! :)


Game discussion / CryoFall v0.16.4 is available now
« on: October 01, 2018, 05:52:39 am »
Release notes

Please let us know if there are any issues.
We hope it's the final minor version in A16 so we can focus on the next update.

News and Updates / CryoFall - Patch notes v0.16.x (Tropical Update)
« on: September 25, 2018, 08:03:35 am »
New CryoFall update is finally live now!

We are looking forward to your YouTube videos and specifically let's plays as well as Twitch streams!

Don't forget to join and follow our social channels and websites:
   - Discord server:
   - Forums: (this forum)
   - Reddit:
   - Twitter list:
   - Official website:
   - Development blog:

Now, without further ado, let's see what's new in this version.

=== CryoFall v0.16.1 ===

New features:
   - "Unstuck!" button added to inventory. It can help in the case when you're trapped in a house or simply want to respawn without dying and losing your items (takes 5 minutes countdown and you should stay still otherwise the request will be cancelled).
   - Structures decay is finally implemented! It has 24 hours delay after which decay starts and in 24 hours the structure will decay completely (taking damage every 5 minutes). Buildings inside the land claim area are protected from the decay. The land claim building itself will start decaying if the land owner doesn't visit the land claim area for 24 hours. The timer is reset whenever you enter your claimed area. After this land claim decay timer starts (with duration depending on the land claim tier). If it's not repaired it will decay completely and all the buildings in the destroyed land claim area will start decaying in 24 hours as usual. This should help with abandoned bases and structures significantly!
   - Now it's possible to deconstruct blueprints and get all the spent resources back. Hold the interact button (right mouse button by default). No crowbar or any tool is required. Only possible on blueprints in your land claim or in the non-claimed area. Very useful if you accidentally place the blueprint in incorrect position.
   - Destroyed walls now display as such. So you can see that they have been actually destroyed. Destroyed wall can be quickly deconstructed with the crowbar tool (even if they're located in another player's land claim area). It's possible to build over the destroyed walls without the deconstruction.

New content:
   - New tropical biome with all new content! New plants (e.g. pineapple), trees (e.g. banana tree),  new animals (tropical boar), etc.
   - Wall system has been completely rewritten from scratch!
   - New wall tier - reinforced bricks.
   - New oil-berry bush. You can extract petroleum from its fruits!
   - New plants in the desert biome (cactus).
   - You can get cactus flesh and craft cactus drink or eat it as-is.
   - Several new quests and updated existing quests.
   - New neural implant that gives 50 LP upon usage. It's quite expensive though.
   - Added world map icons for important resources (petroleum and lithium).
   - Added tobacco farming, drying and production of several cigar types.
   - Many other additions, recipes, items, objects, etc.

   - Significantly expanded the world map. Main change is the introduction of tropical areas, but other areas have been expanded as well.
   - Crowbar tool moved to Tier 1 technologies (Industry group) as players requested to get access to it as early as possible in the game.
   - Rebalanced radtowns to make their loot be a bit more reasonable.
   - Rebalanced several recipes resource requirements (especially cloth items).
   - Updated certain visuals (e.g. walls, several trees, grass, etc.).
   - All walls now have proper physical colliders (depending on the actual shape of the wall).
   - Saplings cannot be planted right next to other trees/saplings anymore, one tile padding is required now (to prevent "impenetrable forests" and "tree walls" :) ).
   - Now it's impossible to remove yourself from the owners list of the land claim building, door, etc. Ask another owner to remove you.
   - Plantings a plant (from seed) will repair the farm plot automatically (if it's damaged; for free).
   - Tooltip for the technology node is improved to display the reason why it cannot be unlocked (such as not enough LP or requires another technology as a prerequisite).
   - Respawn window redesigned to make it more straightforward.
   - Increased LP award for the first dozen of quests from 2 to 3 LP.
   - Completed quests (awaiting the LP claim) will be much more noticeable in the quest tracking UI.
   - Added heavy weapon experience for bomb planting.
   - Heavy weapon skill now offers "bomb installation speed increase".
   - Removed damage bonus from heavy weapon skill (it was never actually used).
   - Better error notification when you attempt to edit the sign text in another player's land claim area.
   - Added recipe to produce fibers from plastic so late game players have access to more fibers at the cost of resources.
   - Removed intermediary levels for land claims.
   - Big strength boosters now have more benefits (e.g. time, price) compared to small boosters, as small boosters are currently more convenient due to their short duration.
   - Rebalanced toxin drop rate and recipe prices.
   - Rebalanced all 10mm bullets to make sure that different bullet types actually have different effects.
   - Changed coin recipe to make penny coin more valuable.
   - Lithium sources are now relatively far away from oil sources to prevent players from claiming both.

   - Multiple spelling errors and typos.
   - The "Official" server tag sometimes disappeared until server list refresh.
   - Fixed an issue when the game client is unable to connect to the server with the different mods configuration (thanks @Djekke).
   - The game will display a proper error message when it's launched on 32-bit Windows (which is not supported).
   - Game stuck on the loading screen for particular Windows Region settings due to unability to parse the shader by the MonoGame Effect compiler (thanks @alsvartr).
   - Fixed inaccessible mining area in the desert region (thanks @Daitalica).

=== CryoFall v0.16.2 ===

   - Land claims now have an "access" list instead of owners list. Now there can only be one "owner" - the player who constructed the claim.
   - The above change now allows land claims intersection during building and upgrading if the land claim owner is the same player (it's possible now because the owner cannot be changed).
   - Introduced land claim limit. Each land claim technology tier will raise the limit up by one more land claim (so you can have max 4 land claims at any one time).
   - Land claim structure points rebalanced (1k, 5k, 15k, 30k for T1-T4 respectively, armor value increased for T3, T4).
   - Updated map (there were multiple issues with hill slopes, as well as  some incorrect spawning for certain objects).
   - Updated radtown spawn balance (some of the values were incorrect resulting in excessive spawn rates).

   - Fixed bug when the dropped player loot disappeared in 0-5 minutes instead of 1 hour (it was related to the building decay system).
   - Fixed raycast bug when characters can hit other players and objects through the walls and doors.
   - Door physics adjusted to match visuals. Also fixed door rendering offset (it was a little bit off).

   - The world has been wiped. Enjoy a fresh start!
   - If you host the game server - please update it (the savegame from <game root>/Data folder should be deleted manually as the game will be unable to load it due to incompatibilities between the versions).

=== CryoFall v0.16.3 ===

   - Implemented a cooldown for the bed respawn to address the respawn exploit. Bedroll have 4 minute respawn cooldown and beds 2 minutes.
   - Rebalanced pickaxes & axes in regards to using them for purposes other than they were designed to (basically they shouldn't be used as weapons or raiding tools).
   - Increased wall protection for all tiers to make it more difficult to raid with melee attacks.
   - Crafting system will attempt to spawn the crafted item to an existing stack in the hotbar (if any).
   - Herbal remedy is also craftable in the Medical Laboratory now.
   - Server description now can be selected and copy-pasted (useful for links and other data).
   - Adding custom server by public GUID now supported (you can copy public guid by clicking on it in the servers menu, you can also find it in the ServerSettings.xml file after the server started). Useful for sharing private servers.

   - When adding a new owner to the landclaim, it was listed twice for this player only (until reconnected).

   - No wipe with this update. Enjoy the game!
   - If you host the game server - please update it (the savegame from <game root>/Data folder should be deleted manually as the game will be unable to load it due to incompatibilities between the versions).

Modding info / Modding prerequisites (Visual Studio 2017)
« on: April 30, 2018, 02:25:36 am »
Currently, we don't officially support modding for CryoFall, however many people are interested in how the game built (as all the gameplay-related code and even UI code are shipped in an open source form with the game) so we've decided to share required files to allow opening the game open source part ("Core") with Visual Studio 2017 (Windows only) - so it's possible to edit C# and XAML (UI) code with auto-complete and other features, debug and even make small mods.

Steps to setup Visual Studio 2017 to open "Core" part of the game:
  • Install Visual Studio 2017 (any edition, including free Community edition). Before installation, please ensure that you've checked ".NET Framework 4.7.1 targeting pack". If you already have VS2017 installed, please ensure launch Visual Studio Installer -> Modify -> Individual components -- and ensure that ".NET Framework 4.7.1 targeting pack" is checked.
  • Download and install Visual Studio 2017 extension for our custom mod project type.
  • Download and extract it into %LocalAppData% folder. After extracting, please ensure that C:\Users\YOUR_USERNAME\AppData\Local\CustomProjectSystems contains the subfolder AtomicTorch.GameEngine.ModProject.

After that, you can open the game solution file with VS2017. It's located in <game folder>\Core\Core.cpk\.

A few important notes:
  • The CryoFall custom game engine (called Renkei) supports live reloading of C# & XAML code (as well as all the visual and audio assets) so it's not necessary to restart the game to observe the changes!
  • XAML Designer is not supported (though it can work sometimes, slowly and glitchy) and it's recommended to disable it (Visual Studio Options, XAML designer, uncheck "Enable XAML Designer").
  • If you want to debug your code with breakpoints, please go to Visual Studio Options, Debugging, uncheck "Require source files to exactly match the original version" (because the game includes C# compiler which performs some code-generation and so resulting C# files do not match the original C# files - but it's not a problem for step-by-step debugging as the C# code lines kept intact).


Hi guys,

A few players asked me why we decided to use 2D character art with only 2 views (front and back + mirroring).

Before answering that question I'd like to share our requirements for the character system:
  • All player characters should have distinct appearance, so players can easily distinguish between them in the game.
  • The characters should have configurable faces constructed from multiple parts (face "shape", upper and lower face parts, hair, skin, color, etc.).
  • The character faces should always be as visible as possible. For example, if the game was top-down we would never be able to see the characters faces, and in isometric view, players would only see really small faces without much details and without much customization).
  • All the clothing and equipment should be visible on the character (and it shouldn't be simple recoloring or texture swaps).
  • It should be relatively easy to add new content into the game - including faces, clothing, equipment, etc. Let me reiterate - it must be so easy that even modders who are not artists should be able to throw something together in Paint.
  • It should be relatively easy to animate characters.
  • The resulting assets file sizes should be reasonably compact.

We've considered three approaches to characters art during the pre-production:

1. All characters made completely in 3D:
This will require modeling of the characters, clothing, equipment and even hair. In some cases, it will be possible to reuse the models and just redraw textures, however drawing textures in unwrapped view is hard.
The projection will be 3D isometric or similar and players will not see much of the details in face styles and equipment.
Animating 3D models is also really hard and requires special (quite complex for novice modders) applications.
It's hard to match the style of other (2D) art in the game - buildings, terrain, etc.
And it's plainly difficult to integrate 3D rendering with 2D rendering from the programming point of view.
Good thing - it allows more views/directions and smoother transitions between them.
Conclusion: doesn't satisfy several important requirements

2. Prerendered 3D characters exported as 2D spritesheets (like old-school RPGs and some newer indie games)
Obviously, it has all the drawbacks of the previous solution PLUS it doesn't satisfy size requirements as it will require hell lot of images (many frames multiplied on many views multiplied on many different clothes and equipment).

3. Use 2D character art with front and back views only (+ mirroring)
This is the chosen solution, completely satisfying all our requirements!
The only drawback is that the amount of views/directions is very limited, but it's an acceptable compromise - we've tried hard to keep it looking stylized and fun.
With this solution, it's very easy to add new content into the game. You just need to draw a bunch of sprites to add a completely unique face style, clothing or equipment item into the game. You can even use Paint, but we recommend using Photoshop and our special Photoshop template and export scripts (which we will make available later). The game itself is able to automatically reload ANY changed image file and so you can draw-save-try-redraw-save as long as you want and check how it looks in the game.

So, is that it?
No! Our animation engine actually allows for much smoother animations and sprite mesh deformations, so you can expect much better animations in the future when we can set aside couple of months specifically for this task. We will come back to that in a year or so and hopefully make our character system even better.


Game discussion / CryoFall - General discussion for Closed Alpha Test
« on: January 19, 2017, 05:13:25 am »
The game server is ready.
The game client is available via the GameLauncher application.

Please read CryoFall - Guide for Closed Alpha Test.

Help section / Linux troubleshooting thread
« on: June 03, 2016, 01:27:02 am »

Currently VoidExpanse should work fine on Ubuntu, Fedora and SteamOS.

However there are some known issues:
1. visual glitches and artifacts (especially on AMD and Intel GPUs);
2. random crashes;
3. cannot launch the game (especially on quiGPUs).

If you have any of these issues, please add this launch option to the game:
Code: [Select]
-force-gfx-direct(right click on the game in Steam Client, select Properties, click on button "Set launch options" and paste it there)

If this not helps, please try adding this option as well:
Code: [Select]
-force-opengl It will force the Unity engine to use old OpenGL2 renderer (which is in some cases more reliable).

If you still have the issues, please upload your Player.log file from the folder "~/.config/unity3d/AtomicTorchStudio/VoidExpanse/" at and share the link.


Ideas and suggestions / Color blind mode feedback
« on: April 02, 2015, 04:18:53 am »
VoidExpanse v1.1.8 introduced the color blind modes. The options is described in our blog.
Please feel free to post your feedback here.

General Discussions / Forums now works uber fast :-)
« on: March 20, 2015, 01:40:24 am »
Hello everybody!
I'm glad we have finally fixed the performance issue with the Forums. Hope it will increase the users feedback rate. ;D

EDIT. Just to be clear - it's 100 times faster now! :o

Mods / Steam Mod Uploading tool
« on: February 13, 2015, 10:56:56 pm »

As you know, we're going for vacation before Steam release.
But work didn't stop and we will do some other tasks, for which we usually don't have time.
Now we want you to have a look on the shiny new Steam Mod Uploading tool and tell us what do you think about it.

Screen #1 - Mod selection (you can drop a file or whole mod folder and Tool will create a header for it and pack it into the .MPK-file)

Screen #2 - Mod metadata editing (the tool displaying mods uploaded by you, so you can update already uploaded mod, we also added automatic mod detection)

Screen #3 - Uploading dialog on Steam (and then uploading progress displayed)

Currently it's Windows-only (XP/7/8/10), but of course we will port it on Linux and Mac if we get big community using these platforms. It's not too hard, as the tool is developed taking into account Linux & Mac systems.

Looking for your feedback!

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