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Servers / Can I get my server featured?
September 19, 2020, 01:30:22 AM
Featured servers are those that are hosted by active community members over the course of several months without interruptions and with great player satisfaction. Only servers that existed for a long time and with great support from their creators are featured.

So, how can you get your server featured?

1. You have to be at least semi regular member of our community (discord) so we have some idea about you and what players can expect from your server.
2. You have to host your server without interruptions and any major issues for at least a couple of months.
3. You have to have basic understanding of CryoFall technology and configuration, as well as general server administration knowledge (e.g. linux if you are hosting on linux), so you can properly administrate and configure your server.

In general we would prefer to have fewer servers, but of higher quality.

When you have already fulfilled all 3 requirements - please feel free to contact us on discord to discuss this possibility, however there is no guarantee that you server will be featured even if you have fulfilled all of the requirements as there are other considerations in place as well in each individual case (such as region of your server, etc.).
   Faction system specification

Faction system will allow any player to create and manage their own faction, invite other players to play together, set different roles for different people and enjoy cooperation in a more predictable way. This will also finally allow groups to set up a common base (faction base) not tied to individual player's land claims. This is going to be useful not just in PvP, but for PvE players as well, as they can create open factions where anyone can join and play and cooperate together. We see this as a critically important step to add another layer of order in the chaotic online interactions and give players more tools to organize their experience in CryoFall with their play style preferences.

Factions will also be able to negotiate formal agreements (non aggression pacts and alliances) and declare wars. In case of PvP this will be especially important as it will allow many smaller factions to unite against large clans (which people typically call zerg clans). Factions will also be able to declare wars against each other to make their position clear. This should reduce unnecessary killing of innocent passerby while bringing clan wars to a whole new level of excitement.

   - Each player is starting as neutral (no faction).
   - In case of death from a non-neutral player, we need to update our current text to include faction information (e.g. showing faction tag/icon near the name). Additionally we may add another string there along the lines of "You can consider joining a faction to get help in fighting [browse Y faction to learn who are their enemies]" or such. To have a bit more option to show/hide certain things - this string must be separate in localization.

Changes to menus
   - All of the current content from "Politics" menu must be moved into "Social" menu.
   - "Politics" menu will now be used to display all in-game factions (list of factions).
   - New menu "Your faction" must be shown for players who have already joined a faction (and new button at the top).
   To conclude:
      - "Social" - two tabs: online players and party/duel, etc. stuff whih wa present in politics previously
      - "Politics" - two tabs: faction list, create faction
      - "Faction" - your current faction (only visible if you are in a faction)
Faction properties
   - Tag (1-4 characters long)
   - Flag (composed from 3-4 layers)
   - Everything must be profanity filtered (tag, descriptions, etc. everything)
   - Two faction descriptions: public (visible to all) and private (visible to faction members)
   - List of allies, list of non agression pacts, list of enemies
   - Faction carma
   - Players in a faction get access to the faction chat ("%" prefix)
Faction carma
   - If faction members kill players from other clans which are allied or have non-agression pact then faction carma decreases
   - If faction carma goes below certain value - ALL alliances and non-agression pact are automatically cancelled and this faction cannot create any new agreements until carma goes back to 0
   - This will prevent clans from killing members of other clans
Types of relations
   - Declaration of war (one sided)
   - Non agression pact (mutual only)
   - Alliance (mutual only)

   - Newbie - [Shield icon] Blue name
   - Regular player - White name
   - Faction member (different faction) - [Faction icon] White name
   - Faction member (your faction) - [Faction icon] Dark green name
   - Faction member (allied faction) - [Faction icon] Light green name
   - Faction member (enemy faction) - [Faction icon] Red name
   - Party member: just adds [Party icon] to other arrangement
   - For party: add party status screen (simple reference: see center left ), this should only include basic information such as health

Joining and leaving
   - Newbie players cannot join a faction. This is especially important considering newbie protection and a mess of rules when combining newbie mechanics with faction mechanics.
   - Depending on faction type player can:
      - join a faction freely (open)
      - send an application to join (closed)
      - or be invited to join (private)
   - If you kill your faction member or any allies (when you are in an open faction)
      - you will be automatically kicked from the faction to prevent abuse.
      - Open factions don't need to have carma, since all abusers are instantly kicked from the faction automatically
   - If you play in a party, then all penalties are ignored and you can kill each other without problems (obviously only within your party).
   - If player leaves a faction he cannot join another faction for the next 24 hours AND the same faction for 3 days. When leaving a faction there must be a warning confirmation which explains it.

Politics menu
   - Presents a list of all current factions and their basic information. Must include: tag, icon, current and max players, active players in the last 36 hours (or activity score if we use it instead), etc.
   - Button to join (a public faction) or send application to join (closed faction).
   - Button to open the detailed view for any of the factions.
   - Join cooldown if you've left a faction recently (displayed at the bottom of the menu, similarly to how we show learning points in the technology menu).
   - Invites
      - Two lists: your applications and invites from other clans (if you've been invited to a closed faction)
      - Buttons "Decline all" (invites) and "Cancel all" (applications)
Creating faction
   - Any player can create a faction. To do that they must switch to "Create faction" tab in the "Politics" menu.
   - But if players is already in a faction the "Create faction" tab won't be shown.
   - "Create faction" tab includes all fields which need to be filled to create a faction and "Create faction" button at the bottom.
   - To create a faction the player must fill in all of the necessary fields and press create.
   - Cost to create a faction is 500 LP - to prevent players from creating hundreds of factions willy-nilly.

Faction menu (for members)
   - Several tabs: overview, diplomacy, event log, member list, applictions/invites, admin.
   - Overview: basic page with general information about the faction, statistics and such, also a button to leave the faction
   - Diplomacy: list of allies, list of enemies (mutual) as well as onsided declarations from you and from other factions, list of non-agression pacts, list of outgoing and incoming proposals.
   - Events log
      - List of events that happened in the faction, e.g. someone being killed, raided, new members joining, leaving, being kicked, etc. Each event type must have an associated icon to make it easier to see and importance level (color).
      - All events are divided into: green, yellow and red
      - At the top of the event log there will be 3 checkboxes for different colors, so you can filter the log, e.g. by unckeching the green events which are unimportant.
   - Members: list of members with their information (including rank), management buttons (kick, change role, etc.).
   - Applictions/invites: list of applications (to accept or reject) and list of invites to other players.
   - Admin info: this tab only available to faction leader and officers. Includes different admin functions. Such as transferring ownership of the faction to another player, etc.

Faction roles
   - Faction roles: member, officer, leader. Admin has access to all of the actions that officers do + extra
   - Officers roles can be configured with different right. There can be 3 different role types for officers. But any number of players can be assigned the officer role.
   - Roles available to everyone:
      - Leave faction - if leader leaves then the faction is dissolved
   - Roles which can be assigned to officers:
      - See list of player applications and outgoing invites and accept/reject them
      - Kick members
      - Assign roles (except himself and leader)
      - Declare war (i.e. add factions to enemies list)
      - Send non agression pact and ally requests to other factions and see the lists of current proposals (incoming and outgoing) and accept/reject them.
      - Edit faction descriptions (public, private)
   - Roles only available to admin:
      - Transfer faction to another player
      - Dissolve faction - Note: faction hall will be destroyed when faction is dissolved. There must be a confirmation with several checkboxes checkbox "Yes, I understand that faction will be dissolved.", "Yes, I understand that faction base will be destroyed." and such.

Base access
   - Doors can be configured to allow:
      - All players from the game
      - All clan members
      - Only officers and above
      - Clan leader only
      - Always closed
   - Doors inside the clan base cannot be manually controlled to add specific people (this is to prevent abusing the faction player limit)
Faction size
   - Closed and private faction size: currently up for consideration
   - Open faction size: unlimited (but open factions do not participate in leaderboards and have certain limitations)
=== CryoFall v0.27.x (Total Overhaul Update) ===

Major new features
   - Fishing
   - Electricity 2.0 system
   - S.H.I.E.L.D. system (PvP offline base protection)
   - Structures relocation
   - Massive inventory menu changes
   - Pragmium sensor
   - Item tooltip system
   - Mining drones
   - New character customization options
   - PvE tagging / object claiming
   - Tier 5 technologies are finally added into the game
   - New vehicle
   - New skills
   - Lots of new Steam achievements (more than 30 now!)
   - Full DirectX 10 support

   - You can now build fishing rods and different types of bait and go fishing!
   - Different water bodies have different types of fish (e.g. lake fish is different from saltwater fish)
   - Different fish have different preferences for bait
   - The game will keep track of your records for size and length, so you can compete and improve your results
   - Fish can be turned into the fish fillet and used for various new cooking recipes
   - There are a total of 15 different fish species to catch!

Mining drones
   - When reaching Tier 3 you can now get access to industrial drones
   - After making "drone remote control" you can now control several drones and use them for mining
   - Drones can be used to quickly mine minerals or for collecting wood
   - This new feature is strongly recommended to all players as it eliminated grind at later levels of the game and enables you to successfully progress past Tier 3
   - Same as with pickaxes you can also obtain gold and gems when mining minerals with drones (depending on the Prospecting skill level). Also, you will receive learning points while drones are mining, and your Prospecting and Lumbering skills will increase the drones mining speed (same as with the axes/pickaxes)

S.H.I.E.L.D. system
   - S.H.I.E.L.D. system now allows you to protect your base while you are offline
   - S.H.I.E.L.D. can be recharged with electricity from the base electricity grid and enabled before you go offline
   - While under S.H.I.E.L.D. protection the base cannot be attacked or damaged in any way
   - Please note: S.H.I.E.L.D. system only applies to PvP servers (as it's not needed on PvE servers)
Structure relocation
   - You can now move any structure you've built previously around your base. You don't have to deconstruct it and build again
   - To move structures you can simply use your existing toolbox.
   - Some structures such as walls are immovable (for obvious reasons)
Inventory menu changes
   - Leg armor merged together with body armor into a single unified "armor" slot
   - Now you can equip up to 3 implants at the same time
   - Removed "Electricity" damage type from the game and inventory screen (as it was not being used)
   - Added "Explosives" damage type (and defense stats to armor)
   - New Pragmium SensorΓÇöyou can now use this sensor to actively search for large pragmium spires at long range. It works similarly to sonar, but instead of sound uses a psionic field to locate pragmium at large distances. This should make your pragmium hunting much less dependent on luck and more interesting!
   - Rebalanced pragmium placement in the wasteland to be better suited for the new way of searching with sensor
   - Increased pragmium spawn on the volcano

Item tooltip system
   - Armor, weapons, ammoΓÇöwill now display their detailed stats (e.g. damage, protection, etc.)
   - All consumables (including food and medical items) will now have effects listed in their tooltips
   - New hint system has been added to item tooltips. There are dozens of various hints to make you better understand how to use certain items
   - "Spoiled in" duration is now displayed in the item tooltip (the time is automatically recalculated when food is placed in a fridge)

Electricity 2.0 system
   - Each consumer/producer building now has activation (startup) and deactivation (shutdown) thresholds which can be configured
   - Thresholds are configured per building (in the existing UI block that is responsible for power on/off toggle)
   - You can now set up your energy system exactly how you want and ensure that your important structures will have priority when it comes to energy
   - Structures will now automatically turn on and off based on your configuration
   - In practical terms, all of the above means that your fridges will always have enough electricity now (given you've properly set up your grid with enough energy storage)

Electricity balance
   - Reduced electricity consumption for long-running structures such as fridges and lights
   - Bioreactor is now slightly more efficient, it can also be crafted without electronic components now, making it more accessible to T2 players
   - Building requirements for practically all electrical structures have been reduced making them more accessible
   - Recharging station now has 1:1 conversion of EU when charging
   - Oil cracking plant can be used to turn extra mineral oil into gasoline for increased energy yield
New character customization options
   - You can now change skin tone and hair color of your character
   - Character creation menu has been improved to make it easier to use and more clear
   - Some minor changes to character appearance (e.g. replacing one of the T-shirts, etc.)
PvE tagging / object claiming
   - Temporary tagging of objects and items on PvE servers have been added
   - When you interact with any object on PvE server it will be tagged for your exclusive use (or your party use)
   - This will prevent other players from stealing your loot, minerals, etc.
   - Boss event reward now also uses this system and loot is distributed fairly and locked for specific players or player parties. The game will rank players according to their contribution in the boss battle. Players that didn't actively participate in battle will be unable to steal loot earned by other players

DirectX 10 support
   - Now you can run CryoFall on the GPUs supporting DirectX 10 (Shader Model 4.0) or higher. The game no longer requires DX11 and you can run the game even on some old GPUs from 2007 as long as they have at least 512 MB of RAM (for better FPS you may need to reduce the graphics settings, especially the texture quality level)
Weapon balance
   - Completely reworked energy weapons (including their crafting recipes)
   - Energy pistol now functions similarly to the old energy rifle, while new laser rifle now fills the role of a long-range sniper rifle and also inflicts Dazed status effect
   - Plasma rifle has been buffed slightly
   - Flintlock pistol reloading is slightly longer now
   - Crafting recipe of almost all weapons is made cheaper
   - Formulated gunpowder (blue) is now much faster and cheaper to craft
   - Ammo which uses black powder is now slightly cheaper to craft

(end of part 1, part 2 below)
We are planning to implement a faction system in A25 update.

Here is our current plan. Please take a look and share your ideas!

Please note: this is only the basic idea. In the future updates the system will be expanded with more features such as faction levels or upgrades and other features.


  • Each player is starting as neutral (no faction).
  • All of the current content from "Politics" menu must be moved into "Social", politics now will only be used for faction list.
  • New menu "Faction" must be shown for players who have already joined a faction.
  • In case of death from a non-neutral player, we need to update our current text to include faction information (e.g. showing clan tag/icon near the name). Additionally we may add another string there along the lines of "You can consider joining a faction to get help in fighting [browse Y faction to learn who are their enemies]" or such. To have a bit more option to show/hide certain things - this string must be separate in localization.
Faction properties

  • Each faction has a name (text, must be profanity filtered or possibly randomly generated), tag (3 characters long), flag (composed from 3 layers OR selected from country flag list).
  • Faction descriptions: public (visible to all) and private (visible to faction members).
  • List of allies, list of enemies (declared by them and declared by your faction).
  • Players cannot damage other players in their faction AND in allied factions.
  • Players in a faction get access to the faction chat. ("%" prefix)
  • Faction chat also receives system notifications about raids on faction member bases and players belonging to the faction being killed.
  • Possibly: faction tag/icon is displayed near the player nickname in the chat.

  • Newbie - [Shield icon] Blue name
  • Regular player - White name
  • Faction member (different faction) - [Faction icon] White name
  • Faction member (your faction) - [Faction icon] Dark green name
  • Faction member (allied faction) - [Faction icon] Light green name
  • Faction member (enemy faction) - [Faction icon] Red name
  • Party member: just adds [Party icon] to other arrangement
  • Issue: should we allow partying up with people from other factions? What about enemy factions? Also, with the faction in place we have no choice but to remove "no friendly fire" rule for parties. This mechanic will already be present from the faction rules. And I think we should only allow partying with your and allied factions.
  • Note: we should include color coding information somewhere to make it clear which color represents what. For example faction screen.
  • For party: add party status screen ( see center left ), that should be fine, since party size will be just 5 people.
Joining and leaving

  • Newbie players cannot join a faction. This is especially important considering newbie protection and a mess of rules when combining newbie mechanics with faction mechanics.
  • Depending on faction type player can: join a faction freely (open), send an application to join (closed), or be invited to join (private)
  • If player leaves a faction he cannot join another for the next 24 hours. When leaving a faction there must be a warning confirmation which explains it.
  • Idea: we should probably come up with more interesting names to classify factions, possinly: anarchy, democracy, autocracy. (reference: )
Politics menu

  • Presents a list of all current factions and their basic information. Must include: name, tag, icon, current and max players, active players in the last 36 hours, etc.
  • Button to join (a public faction) or send application to join (closed faction).
  • Button to open detailed view for any of the factions.
  • Button to create a faction.
  • Join cooldown displayed in the Politics menu.
Creating faction

  • Any player can create a faction. To do that they must press "Create faction" button in the "Politics" menu. But if players is already in a faction - they will receive an error message when pressing the button "Already in a faction: To create a new faction you need to leave your current faction.".
  • To create a faction the player must fill in all of the necessary fields and press create.
  • Cost to create a faction is: 500 LP
Faction menu (for members)

  • Several tabs: overview, events, members, admin.
  • Overview: basic page with general information about the faction. Button to leave faction, etc.
  • Events (log): list of events that happened in the faction. E.g. someone being killed, raided, new members joining, leaving, being kicked, etc. Each event type must have an associated icon to make it easier to see.
  • Members: list of members with their information, list of applications (to accept or reject) and management buttons (i.e. kicking all inactive members).
  • Admin info: this tab only available to faction leader and officers. Includes different admin functions. Such as transferring ownership of the faction to another player, etc.
Faction roles

  • Faction roles: member, officer, leader. Admin has access to all of the actions that officers do + extra.
  • Leave faction (all) - if leader exits then faction is dissolved
  • See list of applications (officers)
  • Accept applications (officers)
  • Send invites (officers)
  • Kick members (officers)
  • Edit faction information (leader) - only once in 24 hours. Note: possibly prevent changing faction name, tag, etc. AT ALL.
  • Edit faction descriptions (leader)
  • Assign roles (leader)
  • Transfer faction to another player (leader)
  • Add factions to enemies list (leader)
  • Send invitations to other factions to ally (leader)
  • See list of allied factions invitations (leader)
  • Accept other factions alliance invitations (leader)
  • Remove enemies/allies (leader)
  • Dissolve faction (leader) - Note: clan hall will be destroyed when faction is dissolved. There must be a confirmation with a checkbox.
=== CryoFall v0.24.3 (experimental version) ===

Major changes:
    - Vehicles! (details below)
    - Female player character model. All the equipment items were redrawn to include the female variant
    - Dynamic music system and new music tracks: special track for player's base (when it's T2 or higher), special track for base under raid, new world exploration track.
    - Demo versionΓÇönew option to download the game demo version right from the Steam page and enjoy it for free. Players can enjoy the game with no restrictions (with complete access to all game features on official game servers) for the duration of the demo version. It provides a smooth upgrade to the full version of the game. It will be available with the official release of this update.
    - Supporter PackΓÇöif you are enjoying the gameΓÇöplease consider supporting us. This way you will get some extra goodies like game art, concept art, soundtrack, in-game chat badge, etc. Supporter Pack doesn't provide any advantage in the game and is purely optional. It will be available in Steam together with the official release of this update.
    - Features slideshowΓÇöwhen the game launched for the first time it will show a game overview slideshow that will present major game features. It's useful for new players to better understand what they can expect from the game as they progress beyond the first tier of technology.
    - AFK/idle system. Your character will only consume water and food when you are actually playing. AFK system will kick in after 5 minutes of inactivity. By activity the game assumes actions, such as: moving your character, mining/woodcutting/attacking, watering plants, etc.
    - Major combat improvements and changes (ballistics, weapon traces). See details below (v0.24.6).

    - Hoverboard Mk1 & Mk2ΓÇöalso known as gravi-platforms, allow you to quickly travel around the world and engage in combat by using regular ranged weapons.
    - SkipperΓÇöa battle mech (or how we call itΓÇöbattle armor). A heavy combat vehicle that can make a big difference in combat, useful in both offense and defense. Includes a cargo compartment for transporting some extra loot! Available only in PvP.
    - All vehicles could be built and repaired with Vehicle Assembly Bay. Also, it could be used to acquire vehicles that were abandoned in the world outside of the base (vehicles are also put into the garage in PvE mode after a few hours automatically, or during PvP server restart).
    - All vehicles are using newly added pragmium cores as fuel.
    - World map mark for the last used vehicle so you can easily locate where you've left it.
World map:
    - The world has been significantly expanded, especially in the western part.
    - Roads have been added throughout the world making long-distance travel and navigation much easier, roads also give you a bonus to movement speed compared to traveling on rough terrain.
    - All areas have been reworked and improved.
    - Vehicle Assembly Bay.
    - Small pile of scrapsΓÇöspawned near roads and allows you to get additional resources quickly.
    - New plants: rice, spices.
    - Ogurin is replaced by Milkmelon.
    - Farm plants will now wither (spoil) if left unharvested for too long. Art for all plants has been redrawn to include a unique appearance for the withered state.
    - You can now see which plants have been watered and fertilized just by looking at the soil color.

New items:
    - Dough
    - Milk
    - Cheese
    - Empty reactor core
    - Pragmium filled reactor core
    - Military MRE
    - Rice seeds
    - Spice seeds (to plant spices)
    - Spices (used in cooking)
    - Rice grains
    - Cooked rice
    - Onigiri
    - Harvested spices
    - Impulse engine
    - Structural plating
    - Universal actuator
    - Artificial liver implant (eliminates medicine toxicity while installed).

Weapons and ammo:
    - Machete (T2 melee weapon)
    - Steppen Hawk (T4 pistol, silver and gold variants)
    - .50 SH ammo for Steppen Hawk
    - Light and heavy autocannons (T4, used for mechs)   

Props (decorations):
    - New variations of road tiles
    - Roadside billboards
    - Road piece with a barrier gate (2 versions)
    - Green barrels
    - Colored barrier blocks (red & white)
    - Military tent
    - New explosion ground marks for Pragmium
    - New depletion/explosion ground marks for oil and lithium deposits

New terrain types:
    - Lava (can be found in the center of the north-east volcano)
    - Road embankment

New character status effects:
    - Savory food (offers experience and learning points bonuses). Now it accompanies two other food status effects: Healthy food and Hearty Food.
    - Changed how toxins work. Enemies now add more toxin status effect, but the damage is much lower.

New technology groups:
    - Vehicles 1 (T3, unlocks both hoverboards, parts and reactor cores)
    - Vehicles 2 (T4, only in PvP, unlocks battle mech and parts)
Electricity system balance changes:
    - Bioreactor is twice as efficient now (organic consumption speed decreased).
    - Increased efficiency of all generators: steam +20%, gasolineΓÇödoubled, bioreactorΓÇödoubled, solarΓÇödoubled (also panels are now significantly cheaper).
    - Significantly increased power capacity for all energy storages (effectively tripled).
    - Increased number of fuel slots for Steam generator from 1 to 4 slots.
    - PvE servers: fixed balance for oil extraction and refining while using gasoline fuel to ensure this loop is profitable now.
(part 1/2)
=== CryoFall v0.23.1 (experimental version) ===

   - Added Polish, Turkish, and Japanese translations.

New content and features:
   - Tinker table: you can now repair your worn out items at tinker table. You can combine two worn out items to get one repaired item.
   - New medicine: energy pills (small pills that will instantly restore fatigue)
   - New generic items: slime (drops from certain small creatures and can be used in a few crafting recipes or recycled in mulch box), preservative (food chemical), empty cans (used in canning).
   - New food: canned mixed meat, Raw and fried insect meat, uncooked pasta, carbonara.
   - New props: crashed helicopter.
   - New sounds are added for all new content, as well as some existing content.
   - New technology groups: Electricity 1, 2 and 3, Cooking 3, Canning, and also separated Offense & Defense in T1 into individual groups.
   - New quests: Advanced resource acquisition, Master hunter 5, Explore biomes 4, Establish power grid.
   - New creatures: Burrower, Fire lizard, Black beetle, Pragmium beetle.
   - New biomes: Swamp, Volcano.
   - Expanded map: new large area north of the desert, as well as western part of the map with the swamp, expanded western tropics with large lowlands area, also general improvements all around the map.
   - New status effect: Healthy food. Previous status effect ΓÇ£Well fedΓÇ¥ is now renamed to ΓÇ£Hearty foodΓÇ¥. Different food will give different types of effects.
   - Dozens of new crafting recipes for new and existing items.
   - New skill: Maintenance  (used for repair at tinker table).

Power grid:
   - Power grid added to the game! Now you can establish it on any base. You can build generators, electricity storage and consumers.
   - All structures inside a base automatically have access to the power grid. You do not need to  manually connect anything with wires.
   - Grid efficiency is dependent on the size of the base (number of connected land claims), larger bases are slightly less efficient.
   - Detailed grid information (with all values and statistics) can be accessed from the land claim or from any electricity storage structure.
   - Generators: Steam generator (uses solid fuel, such as wood or coal), Engine generator (uses gasoline), Bioreactor (uses organic), Solar panel frame (up to 4 solar panels can be installed to produce electricity from the sun).
   - Power storage: Power bank, Large power bank.
   - Recharging station (allows to recharge any items that use electricity, such as a flashlight).
   - Water pump (produces water much faster than wells).
   - Electric furnace (significant improvement over regular furnaces).
   - Freezer (improvement over regular fridges).
   - Psionic projector structure (new defensive structure that projects Psi field when enabled).
   - All electric lights now use electricity from the grid rather than batteries.
   - Advanced versions of Oil and Lithium extractors. Primitive version burns fuel like before, but advanced versions use electricity.
   - Oil refinery now operates using electricity.
   - New items: Wire (used in electricity), Solar panel (placed in solar panel frame), Broken solar panel.
General improvements:
   - New power grid mechanic! (see electricity section)
   - You no longer lose LP on death.
   - Complete ownership protection is added to PvE servers. Other players will be unable to steal ANY items as all the structures (except trading stations) will check whether the player has access to the land claim area or not.
   - Power bank will reduce durability on energy use, and will not reduce durability on energy recharge. Broken power bank will try to distribute its energy to other power banks in equipment/inventory.
   - Weakened status effect is now available in PvE as well.
   - Added composed icons for recipes allowing to have different recipes that result in the same output but look different in the recipe browser.
   - Improved construction grid and blueprint visuals (new shader effects).
   - New vibration shader effect (useful for generators and similar world objects).
   - Improved/more reliable objects placement such as seeds, explosives and structures.
   - Mutation is now available in PvP as well (in case of death with certain radiation dosage or unprotected radiation exposure).
   - Adjusted sound volume and parameters for multiple buildings (doors, furnaces, extractors, etc).
   - Improved information about several status effects (list of effects, detailed descriptions, etc.).
   - Construction menu now includes meta information about buildings. For example certain building can be marked as ΓÇ£electricity storageΓÇ¥ or ΓÇ£decorative buildingΓÇ¥, etc. It makes it more clear what type of building you are dealing with.
   - Many game texts improved to make them more clear.
Quality of life (QoL) improvements:
   - Last wipe date is now displayed in the servers list.
   - Building decay information added to the land claim window.
   - Improved UI for fridges (now including info how much longer the food will store there).
   - Different map icons for owned land claims and land claims where you're not the owner but have access.
   - Left mouse button click on a recipe in the crafting queue will reorder the queue to make that recipe first.
   - Shortcut: pressing equipment menu key ([E] by default) while any menu is opened will close it. Subsequent [E] press will open equipment menu as usual.
   - Technologies tree/group allows to preview the tech tree before unlocking.
   - Oil seep and geothermal spring will now display the time remaining before it could be claimed in tooltip.
   - Added confirmation dialog for closing the private chat.
   - "Take all" container action will perform "match down" action first to ensure that the game will give priority to item types which you already have in your inventory.
   - Shortcut: double click on a recipe in the recipe list of a manufacturer structure (such as furnace) will select the recipe and close the recipes browser.
Raiding & combat:
   - Destroying bedrolls with melee weapons is now possible.
   - Raid block now prevents the use of trash cans (to prevent people from destroying all of the items during a raid).
   - Raid block now prevents upgrading the land claim (in addition to preventing construction and repair like before).
   - Raid block notification (with a timer when it will expire) is now displayed when you're inside (or close) a raided base. It's displayed for both: base owners and raiders so it should be easy to track when the raid block will expire. The duration is the same as before, 10 minutes.
   - Deconstruction of destroyed walls is available only to land owners and could be done with a crowbar or by placing another building over the destroyed wall.
   - Laser weapons made slightly more powerful by increasing armor penetration rate. But again, energy weapons are NOT better that conventional weapons. They are just different and have different application.
   - Sniper rifle now has significantly higher damage and range making it a useful support weapon for engagements with multiple combatants on both sides.

(part 2 below)
=== CryoFall v0.22.x ===

New major features and improvements:
   - PvE (player versus environment) game servers! You can setup your server to be either classical unrestricted PvP or this new PvE mode. We will provide a number of official servers in every region for this mode as well.
   - New Politics (or Diplomacy) menu where you can access things like raiding information, Newbie Protection, Duel Mode, Party management and such.
   - Implemented raiding time window feature for PvP servers. This should encourage actual online PvP with people actively protecting their base. Given that this feature is highly experimental we are planning to run polls for each of the official servers first, where youΓÇöthe playersΓÇöwill be able to decide whether you want to see it enabled and how. We don't want to force any such changes on you. If we see overwhelming support for this feature and there will be a reasonable consensus on the actual time for the raid window then we will enable it for a particular server. Community server owners are also free to configure the raiding hours as they wish or even disable the feature altogether.
   - Added Chinese Simplified and Traditional localization.

New content:
   - New buildings: armored walls, metal floor, large double doors (gates), large cistern (to store large quantities of liquid) and Tier 5 land claim (available in Tier 4 tech group).
   - New braided helmet with a lantern for early game hands free lighting.
   - River snail (new peaceful creature, will drop goo in the future, but right now a bit useless :-) ).
   - New decorations: pragmium statue, red banner.
   - Hunter tools to help you loot creatures faster.
   - New mutation mechanics for PvE servers. Since you donΓÇÖt lose any items upon death there has to be a way to prevent people from ΓÇ£naked runsΓÇ¥ into rad towns. So if you die while under influence of radiationΓÇöyou will receive permanent mutation status effect which can only be cured with expensive medicine. While under influence of this effect you cannot enter irradiated areas (exactly the same as current ΓÇ£WeakenedΓÇ¥ status effect).
   - Medicine against mutation (available only on PvE servers).
   - New questsΓÇöcrafting better tools, deconstruct with a crowbar.
   - Expanded game map. Bigger western tropics region, a few new small points of interest in the south and significantly expanded spawn zone for new players to lessen the problem with cluttering of bases in the starting region.

   - All empty technology nodes have been removed from the game making progression much faster (yay!)
   - Improved resource claiming mechanics (Li, oil) with better messages and clearer indications. The countdown will also tick in the notification.
   - Dropped loot notification was also improved to have the ticking countdown so you are always aware when it will expire. The game will also display notifications about the dropped loot (which could still be taken) on reconnect.
   - Made repairing and upgrading all land claims much cheaper (and no electronic components required for repairing). But claim area size for the first level of land claim is reduced by 1 tile in each direction (with all upgrades increasing the radius by 1 as always).
   - Improved build/repair/deconstruct mechanics in the game. Now you can easily repair damaged floors or walls even through another wall. You can also build and repair in corners. You can also deconstruct through walls which could be useful to upgrade walls in a multi layered arrangements. Meanwhile, the building placement distance is decreased to make it more reasonable given the above.
   - Many technologies have been moved around, including between tiers to make progression more logical. E.g. now you unlock metal canisters in T2 industry, making it possible to use them even without unlocking Xenogeology.
   - Walls outside of (green) land claim area have a significantly lower durability (easy to destroy with simple melee weapons). Wall strength indicator overlay is now added to denote whether walls are protected by a landclaim or not.
   - Now you can drain the barrel or cistern in case you want to quickly discard its contents.
   - Notification to spend accumulated LP will use the current death LP threshold instead of 50 LP.
   - Adding all party members into the owners/access list is now possible with a single click on a special button in land claim, doors or armored safe.
   - Shortcut Shift+LMB on a recipe will schedule crafting MAX amount automatically (unless the recipe is not cancellable in which case the crafting amount is limited to 5).
   - New shortcut for quick structure selection in the construction menuΓÇöselect construction for building by a double clicking on in it.
   - "Ground bag" will always open UI on interaction instead of simply taking up all the items.
   - Added small light sources to T2-T5 land claim buildings.
   - Recent damage sources are now stored in the world snapshot so even in case of server restart the info will not be lost.
   - Now construction mode highlights all restricted tiles making it easier to see where you can and cannot build during land claim construction.
   - You can now deconstruct destroyed walls (by using standard interaction function with RMB-click).
   - West tropical biome is expanded. Some map areas were adjusted a bit to make them more interesting.
   - Now all servers in the main menu will auto-refresh while menu is kept open.

Social improvements:
   - Server admins can now edit the server welcome message right from inside the game.
   - Chat: now it's possible to close private chats. The history log is not lost and it will be reopened in case a new messages are received.
   - Chat: private chat will keep unread status even between the game sessions so you will not miss a new private message when you login next time.
   - Chat: improved private chat tabs sort order (newer chats will always move to bottom).
   - Chat: chat log will not scroll automatically on new messages if you have scrolled it above until you scroll it back or press Enter.
   - Chat: chat log will no longer move when entering more text lines in the chat input textboxΓÇöthe textbox will increase in the downward direction not affecting the chat log.
   - Chat: unread notification will not be displayed when a message is coming to the currently selected tab while the game window is focused.
   - Added a notification when a party invite is successfully sent.
   - Added name selection confirmation dialog when selecting the username on the first launch.
   - Added a console command for server administrators to broadcast notification to all online players: (/admin.notifyAll "message text goes here").

   - Restored bomb damage to the level it was supposed to be making raiding much more viable on PvP servers. We are still open to further balancing changes and we will take this slowly and see what else needs to be changed to make raiding and defending more interesting and balanced. This is very important part of the game and we need to be extra careful and take things slowly.
   - ΓÇ£Active RaidΓÇ¥ state duration (inability to build/repair in the land claim area during the raid with bombs) increased to 10 minutes (from previous 5) since the last bomb explosion near or inside the land claim area.
   - All chests (except armored safe) are now unlocked by default as before and could be accessed by anyone. No need to destroy them to take the contents.
   - Walls, doors and chests which are outside of any land claim area are made significantly weaker to prevent players from abusing them to create obstacles for other players.
   - Lithium ore drop from salt minerals in the desert is increased: now you have 100% chance to get 1-2 items per salt mineral. Additionally, density of minerals in salt flats have been roughly doubled.
   - Significantly increased durability of all watering cans (except wood).
   - Changed balance for 10mm armor piercing ammo as well as both types of .300 ammo.
   - Reduced safe storage inside land claim to 8 slots and made it independent of land claim level. Otherwise it was possible to store someoneΓÇÖs entire wealth in a couple of high level land claims.
   - Maximum number of land claims per player is now set to 3. You can unlock it when unlocking land claims in tiers 1, 2 and 3.
   - Grace/buffer area (grey color) size for all tiers of land claims is expanded to make it as large as the maximum land claim size (T5) with its grace area. You can have peace of mind that you will always be able to upgrade your land claim all the way up to T5 without need to worry about the intersections with other players' land claims.
   - Disallowed placing land claims in a way that grace areas would intersect. The grace area of the future land claim will be visible during the land claim blueprint placement.
   - You can now craft pharmaceutical chemicals. But we still recommend finding them in the ruins, as it's much more cost efficient.
   - Charcoal recipe is now available in the furnace as well (previously it was available only in campfires)
   - Increased Laser rapier durability to 500 (doubled).
   - Pragmium source nodes in the desert will spawn more often.
   - The game will display healthbar and nickname for all party members at night.
   - Li/oil deposits spawn will ensure larger distance to land claims.
   - Building near the recently spawned resource deposits restricted completely (not only land claims but any buildings).
   - Building and deconstruction will now give experience (and LP) when the final stage is finished or when the last remaining stage is deconstructed. Additionally, deconstruction of blueprints will not provide any EXP or LP to prevent exploiting the system (since you do not lose any resources making it possible to infinitely grinding EXP/LP, now itΓÇÖs fixed).
   - Now "construction finished" sound effect is played on completed repair instead of a generic "action completed" ding sound.
   - ΓÇ£No friendly fireΓÇ¥ feature for parties no longer applies to bombs damage to prevent exploiting this during raids.
   - Owners editor UI improved to be more compact and fit more players in the list.
   - Order of several quests have been rearranged for more logical progression.
   - Light flickering in the dark no longer affects visibility of character names and healthbars. Now they also use fade in/out effect so they will not pop-in instantly.
   - Raid block will now also be enabled in case any wall, door or chest is destroyed within the land claim area (i.e. not only from bomb explosions).
   - Better droplist roll algorithm (more friendly towards the server droplist rate increase).
   - "Unstuck" feature will now place player somewhere nearby (but outside of land claims) instead of tropics. Only if there is no space it will teleport player to the starting area.
   - Now the "unstuck me" feature is disabled when raid block is active.
   - Improved construction process (blueprint won't be displayed over newply placed structure or the already built structure of the same type).
   - Increased pineapple spawn vs other bushes in the tropics.
   - Now it's not possible to deconstruct any buildings (except destroyed walls) during the raid block (as it could be used to reset the raid block).
   - Gathering will not cancel now even if the inventory is full. Any items that don't fit in the inventory will simply drop to ground and notification will be displayed.

(part 2 below)
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 v0.18.0 (experimental/testing branch) ===

Major new features:
   - Full modding support added - see modding section below (but we will continue working on that to add a few more features)
New content:
   - Environmental Psi and Heat status effects (and corresponding resistance effects)
   - Water Still as a low level alternative to the well
   - Resonance Bomb specifically designed against wall spamming
   - New ammo types: 12ga buck shot, 12ga salt charge, 10mm blank ammo
   - T4 walls and floor (concrete)
   - Laser rapier (energy based melee weapon)
   - Pragmium armor (and new T4 Defense technology group)
   - New monsters: snake (3 versions depending on biome)
   - New decorative objects that can be built by player
   - New character face elements (for both genders)
   - Machine pistol (new automatic weapon for 8mm ammo)
   - New status effect: "well fed" which will be added after eating certain complex dishes such as stew
   - New quests & changes to existing quests
   - New interactive world objects (lava fissures)
   - Multitude of new items: purple gem, new medicines, generic items, etc.
   - New implant: Healing gland (grants improved regeneration)
   - Many new sounds (tropical biome ambients, pragmium source "earthquake", locked container looting, corpse looting, bag open/close, fertilizer application sound, energy impact sounds, etc.)

Changes & improvements:
   - Melee weapons can now use energy if needed (first of such weapons is laser rapier)
   - All technology groups are now separated into "Primary" and "Specialization" to make it clear which are more important
   - Oil and Lithium sources now deplete and respawn in the world. This prevents any single group from controlling them indefinitely. They can also be destroyed with explosives
   - Slightly increased LP gain rate (approx +10%) to make progression in the game faster
   - Most of the empty nodes were removed from technology trees
   - Most weapons & ammo have been rebalanced (including range), but we will continue working on it in the upcoming patches as well
   - Map has been updated and expanded slightly (big new base in the top righ corner)
   - New shortcut: Alt+RMB on item to drop it, Alt+Ctrl+RMB to drop only single item from the stack (we kept Alt+LMB to use/eat an item)
   - Server will now notify you 10 seconds prior to the world snapshot saving
   - Healthbars for damaged buildings and world objects now have enforced visibility for 30 seconds when the object was damaged/repaired recently (not depending on the distance or Alt key holding)
   - Increased nicknames size (to make it easier to read)
   - Added fullscreen post-effects for Pain and Drunk status effects (as well as new Psi/Heat status effects)
   - Improved active interaction progress indicator (hold RMB)
   - Improved sounds and notifications for items dropped to the ground
   - Improved console suggestions/autocomplete UI
Technical improvements:
   - Much faster multithreaded world snapshot saving and much less noticeable saving-induced connection hiccup (usually less than one second)
   - Updated to NoesisGUI 2.2 (performance, stability and UI API improvements)
   - Refactored network library to ensure that the game server can handle hundreds of players online using practically any decent hardware
   - Much faster world map loading (map screen)
   - Faster initial scripts compilation and game launch thanks to optimizations in virtual file system implementation
   - Faster scripts compilation for subsequent compilations by reusing cached data from the previous compilation
   - Server autosave system moved to scripting and fully accessible (not hardcoded in the engine anymore)

   - Gameplay music wasn't playing under certain conditions
   - Tropical boar had no sound effects
   - "Cook any food" quest task was not counted when the item was used directly from the output container of a manufacturer object (such as a campfire)
   - Console command /tp should not perform physics check before teleportation for spectators
   - Incorrect armor sprite location when equipping the armor for the first time
   - Server welcome message should appear only after the loading splash screen is hidden
   - Fixed a bug when a new selected weapon starts firing when it was selected right after another weapon was broken during firing (thanks @Kraker)
Official modding support:
   - CryoFall Modding SDK for Visual Studio 2017 is available at
   - Custom project system SDK is distributed together with the game
   - You can find batch .CPK/.MPK extraction script right next to Core.cpk file. It will help with converting the game into the unpacked version required for modding
   - Debugger/Watches works properly now allowing you to browse game object properties and other information which was previously not available
   - Reflection API usage to make method calls or gather arbitrary type info is strictly forbidden to prevent security exploits. The scripts compiler will ensure these methods could not be called
   - C# dynamic keyword is forbidden to prevent security exploits
   - Mini performance profiler for your scripts (see "ScriptPerformanceMeasurementSection" api)
   - Added support for async remote procedures returning Task<T>
   - SpriteRenderer API improvements
   - Scripting API improvements regarding Vectors - you can now use C# 7 tuples without the need to specify the exact vector type (it's automatically inferred)

   - This is a public test version of A18. The server which is hosting this version will removed with the full A18 release and all previous game servers will be wiped as usual when we updated to the final A18 release.
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 v0.17.1 (experimental/testing branch) ===

Major new features:
   - Device system. You can now craft and equip different devices that will give you some special abilities in certain situations.
   - Energy system for devices. You can now equip powerbanks that will provide power to other devices and energy weapons.
   - Implant system. You can now craft and use different implants that offer your character different abilities or improve certain stats.
   - Digital signs that can display images (later you will be able to draw your custom images too).
   - Cybernetic medical stations - you will be able to install different cybernetic implants here.
   - Pragmium mineral source - new mineral type found in the desert. It is a major part of gameplay in CryoFall now, but we won't spoil how it works - find out for yourself! :)
   - Energy weapon system - now we can add weapons that use energy instead of ammo. With this update we added several laser and plasma weapons you can unlock and craft. More to come!
   - All crates now have the owners list and access settings similar to doors. Fridges too :)
   - Animal corpse looting - spoils won't just spill on the ground now. Hunting skill receives some experience for this action.
   - Technology tree now has icons for all tree nodes making it easier to see each individual technology.
   - New safe item storage inside the land claim structure. It will keep your items safe as long as the land claim is not completely destroyed. The items will be dropped upon destruction to ground and stored there for 24 hours.
   - Blueprint placement continuous mode implemented for walls, floor and farms - hold LMB and move the mouse cursor (or move yourself) to place these blueprints (no need to click every time).
   - Improved defense bars in inventory window to clearly communicate the defense value of the equipped items.
   - Land claim "Upgrade" button tooltip added to let you know about the stats of the upgraded land claim.

New content:
   - Expanded and reworked the world map.
   - Device: Biomaterial collector - allows to collect "biomaterial" from killed creatures.
   - Added special hygroscopic granules that make it unnecessary to water plants when applied to the soil.
   - Several new quests + reworked existing quests.
   - New area in the desert: salt flats.
   - New salt mineral (source of salt but also contains small quantity of lithium salts sometimes).
   - Five cybernetic implants you can craft and install on the new medical station.
   - New tropical trees and fruits (e.g. durian tree).
   - Mining charges - it can be used to quickly mine large area, but requires resources to craft.
   - New alcoholic drink: tequila.
   - Cooking table with half a dozen new recipes such as sandwich or fruit salad.
   - New props (decorations) such as roads and road signs.
   - New skills: Cybernetic affinity.
   - Armored safe - to store your most important valuables.
   - Trash can - to store your most useless items :) . It will dispose of them instantly.
   - New tech groups: energy weapons, cybernetics, industry 4, medicine 3, farming 3, chemistry 3.

   - Structure decay delay increased to 32 hours (was 24 hours) as most players cannot come back to play at exactly the same time.
   - Improved item placement when you try to drop them on the ground. Now it makes a bit more sense as it allows to place an item anywhere inside your interaction radius.
   - Now you can't plant seeds inside rad towns (duh).
   - Construction sites (blueprints) now have only a fraction of durability of fully built structures, especially walls and doors. Make sure you complete them as soon as possible.
   - Fixed healthbar craziness when there many damaged structures on the screen. You will now see them in a radius around your character. But you can still see all if you press "Alt". If you point over a damaged structure it will reveal the healthbar as well.
   - Some players developed a bad habit or kicking every door and wall so a threshold was added to ensure that the healthbar will not appear over structures with >98% durability. If you ever want to reveal these little scratches - the "Alt" key works here too as well as pointing over the damaged structure.
   - Construction site (blueprint) progress bar is now hidden by default. But it is displayed as normal when you're pointing your mouse on it (needless to say, "Alt" key works too).
   - No need to hold right mouse button to interact with world objects - just click it and it will work automatically. To cancel, click again or move your character.
   - Reworked batteries: there are now two types. Both work exactly the same, but give different amounts of energy.
   - Changed prices and recipes for many items.
   - Completely reworked all technology trees.
   - When you die your character will receive "Weakened" status effect - this is mostly to prevent people from abusing respawn mechanic to loot radtowns naked.
   - Many items have been rebalanced or their effects changed.
   - Reworked ammo and weapon balance (e.g. automatic weapons are not so overpowered now).
   - Rebalanced LP gain. Now you will gain slightly more LP in the beginning of the game, but as you advance your skills you will get slightly less LP to account for increased efficiency for each particular action. Plus removed several points of abuse to quickly grind thousands of LP.
   - Bandage now also gives small health regeneration bonus to make it more useful.
   - Removed unused items and objects from the game to reduce the size.
   - Rebalanced most skills and implemented all remaining missing effects.
   - Basic land claims destruction timeout has been increased (especially for the lower tiers, T1 is now 24 hours).
   - "Clear list" button was added to the "favorite" and "recent" server lists.
   - Destroyed weapon will unload remaining ammo as an item, so it isn't wasted (thanks @Djekke).
   - Proper explosion damage propagation algorithm (which allowed us to increase the explosion damage distance).
   - Cigar "high" status effect rebalanced (thanks @Samir).
   - Eating Rustshroom will cause nausea for 5 minutes instead of 10.
   - Now you can't build land claims which will cover/intersect the grace area of another land claim unless you're in the access list of both land claims.
   - Equipped armor destruction on death will deduct 10% durability measured from the max durability value instead of the current durability.
   - Players in creative mode can deconstruct any building anywhere with the crowbar (useful for OP of private servers).
   - Better reporting when there are not enough items to craft the selected recipe for campfire and other manufacturers (previous it was reported as "Input items doesn't match any recipe").
   - Toggle run mode should persist between game sessions (thanks @Samir).   
   - Cascading land claim decay reset implemented - all nearby land claims will be reset from decaying if you're visiting at least one of them and you're in their access list (thanks @Samir).
   - There were no deconstruction sounds, so for now we are reusing construction site sounds.
   - Enabled auto-flipping for some props sprites to increase variety.
   - Using Reflection API in scripting is forbidden now for security reasons (mods should use TypeExtensions as a replacement).
   - Recipes and technologies were refactored to derive their names from items and buildings automatically. This will help with the localization in the future. Some duplicate descriptions for items and buildings have also been improved.
   - Now hand-crafting recipes could define optional list of crafting stations where they should be displayed in the recipes together with the station-only items.
   - Improved console help command to list all the console commands with their detailed descriptions.
   - Adjusted collision boxes for trees (it was hard to hit them with an axe, especially tropical trees).
   - FMOD (Sound System) updated to version 1.10.07.
   - Various performance optimizations and improvements for both client and server.
   - Now no extra permissions from the OS are needed to launch the game (no UAC pop-ups).

   - Spawn areas were incorrectly processed resulting in inconsistent spawn when the required padding between certain objects was ignored.
   - Long-lasting issue with error in console (dev mode) when another player is hitting an object with weapon and this player is not in your scope.
   - Proper movement smoothness for observed players and creatures (movement choppiness was noticeable on servers with the tickrate below 60 FPS).   
   - Game processed keyboard and mouse input in unfocused mode if it was started this way (e.g. Alt-Tabbing right after launching the game).   
   - Item container sorting was executed (and caused client hiccup) even if the items were already in order.   
   - In some rare cases the game was unable to discard/revert the input options changes and stuck in never ending dialog windows loop.
   - Crash when failing to initialize FMOD (Sound System).
   - Stale servers in the servers lists (now Master Server is able to properly handle half-opened TCP connections to detect these dropouts!).

   - This is a public test version of A17. The server hosting this version will destroyed with the full A17 release and all the game servers will be wiped and updated to final A17 release!
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 v0.15.2 ===

Major new features:
   - New boreal forest biome with all new vegetation, monsters and resources!
   - Explosives! For now we have added bombs specifically designed for raiding, but we will introduce more explosives (and new wall types) in the next update.
   - Ambient sound system (game environment now feels much more alive!).
   - New monsters: bear, pangolin, crawler, hyena
   - New skills: learning, crafting
   - New loading and splash screens. Looks much better, right? ;)
   - New weapons and related items: .300 heavy rifle, machinegun and .300 ammo.
   - New structure: fermenting barrel to produce alcohol.
   - New sound effects for new and existing game content and features.
   - New night vision helmet with green night vision effect.
   - Completely new visuals for all trees, bushes and mushrooms in the temperate biome.
   - Hammers have been replaced with toolboxes. Now it makes a bit more sense :)
   - New droplist system - now you can be sure that loot in radtowns will be more consistent.
   - New structure: bed.
   - New bricks floor (brick wall will come later too).
   - New coal mineral node that can be found in boreal biome.
   - New tech groups: offense 3, offense 4 and recreation.
   - New glow in the dark mushrooms (don't eat them ;) ).
   - New frame limit option: screen refresh rate.
   - FMOD integration - much better sound engine which will also allow us to use DSP effects in the future (such as echo, reverberation in caves, etc.).

   - Significant balance changes to many aspects of the game.
   - World object spawning now uses local density which drastically improves spawn consistency and ensure no resources will be depleted even if they're mined regularly.
   - Respawn algorithm for players have been significantly improved. Also the spawn areas are modified to ensure a more randomized initial spawn.
   - Quests menu will now have visual indication to show when a quest is completed or unlocked.
   - Quests now track certain actions even if you haven't received the quest yet. Meaning that you won't have to do certain things twice.
   - Walls have been rebalanced to accommodate introduction of explosives into the game.
   - Rebalanced all tools: now better tools offer much higher efficiency when mining/cutting, while skill effect have been reduced accordingly.
   - Improved terrain decals system.
   - Land claim areas now are always visible/highlighted in the structure placement mode.
   - Dropped items after dying will now lose 10% of durability, rather than 30%.
   - Much improved performance and overall gameplay smoothness.
   - Ranged weapon attack vector precision improved.
   - Game builds now use CPK and MPK format for game data (same as in our previous games) which improves loading and installation time significantly.
   - Improved torch/lamp character animations. Also the torch fire position is properly animated.
   - Fullscreen mode is now used by default.
   - Radiation sound effect have been made quieter so it doesn't overpower everything else.
   - Improved inventory shortcuts (e.g. when Shift-click moving items between containers you will never have an item moving to an unexpected destination such as your hotbar).
   - Texture preloading. This ensures that certain visual effects won't be rendered with frameskipping (e.g. muzzle flash & explosions).
   - Added a few minutes pause between the music tracks, and a slow fade-in fade-out effects - so it will be not so intrusive.
   - Wolves and boars were nerfed a bit to make them easier to avoid/kill by the new players.
   - Randomized tree scale (+-15%) to add more variety into the forests.
   - Loot piles and crates now have no free item slots (as you're not supposed to place anything inside them)
   - Now seeds only can be placed in tiles nearby the character.
   - Updated credits.
   - Multitude of other improvements.

   - Fixed many typos and incorrect text in descriptions.
   - Fixed FPS counter.
   - Fixed campfire and other objects consuming fuel even if their output stacks are full (don't waste the fuel!).
   - Fixed "Use mulch" quest requirement cannot be finished.
   - Fixed AI creatures zig-zag movement.
   - Fixed cannot input ! char on AZERTY (same key as /? in QWERTY)
   - Other small fixes.

=== CryoFall v0.15.3 ===
   - Move animation speeds adjusted for several creatures.
   - Shadows adjusted for several creatures.

   - Moved the Toxin recipe from Laboratory to Medical lab (as it should have been).
   - Equipped armor will now only lose 10% of durability on death (previously it was set to 90% by mistake).
   - Invisible player's corpses will no longer create a problem for construction (thanks @p0ki for reporting).

=== CryoFall v0.15.4 ===
   - Walls, doors and land claims are all generally 2X stronger then before. Certain other structures have also been adjusted slightly.
   - Price to craft explosives have been increased to be 2X more expensive (with other slight adjustments).
   - Blast radius for advanced explosives (bomb) have been reduced.

   - Fixed bug: it was possible to place explosives through the door.
   - Fixed bug: it was possible to build structures in the top right corner of the lithium deposit.
   - Fixed bug: if number of players in a land claim or door was too large it broke the UI formatting.
   - Fixed bug: infinite "Game cannot compile" dialog message boxes spamming with editing scripts.

   - The world has been wiped. Enjoy a fresh start!

=== CryoFall v0.15.5 ===
   - Maces rebalanced: dazed special effect duration increased to 3 seconds, chance increased to 6% and 7% for Copper and Iron maces resoectively. Attack animation/interval now 33% slower.
   - Improved player (re)spawn algorithm to ensure the better spawn position (less probability that a player will respawn in a non-claimed walled up area).
   - Players won't respawn in the bed if the area around it is claimed by another player.
   - Bear loot adjusted to be more consistent (thanks @Evil Mammoth).
   - When attacking any structure with fists it will deal zero damage (thanks @Djekke).
   - Physics de-stuck algorithm implemented to ensure characters won't be stuck in another physics body.

   - Berry pie recipe requiring 5 ingredients but Oven has only 4 ingredient slots (thanks @BobTheFish).
   - Special effects (such as bleeding and dazed) were not applied to creatures.
   - Rare issue when player's character couldn't move after the respawn in bed.
   - Loot sometimes not dropping from a dead player (thanks @z00nk).
   - Sound volume option was not working properly (even with volume set to zero player could hear all the sounds as usually; thanks @APXEOLOG).
   - Crafting queue displaying an "empty" recipe on reconnection (thanks @Evil Mammoth and @Daitallica).
   - Barely noticeable color banding ("16-bit color") in night around the light sources.
   - Live recompile crash in certain conditions (thanks @Djekke).   
   - High CPU usage after long server uptime which required regular server reboot.
   - Stumps and fallen trees were playing "falling tree" sound on destroy.
   - (Steam version) the game will ignore screenshot key (F12) to ensure there is no conflict with Steam Client screenshot feature. It's still possible to rebind the screenshot key to another key and use in-game screenshot feature (thanks @Kane Hart).
   - Problem when opening an interaction window (RMB click) and item stack is under the just opened window - sometimes item was taken automatically in the hand (thanks @Evil Mammoth).
   - Fixed bug when the bottom right corner of the map was uncovered for the dead players (unfortunately the fix will apply only to the new characters).

=== CryoFall v0.15.6 ===
    - The game server runtime is ready and we're planning to release it very soon as we finish the documentation.

    - Now mining and woodcutting experience is added proportionally to the structure points of the object (for example, regular iron mineral will give 120 XP total as it has 1000 structure points, but sand pile will give only 30 XP total as it has 250 structure points).
    - Door auto mode will not consider offline players.
    - Post-effects checkbox is removed from the Debug tools overlay (it will be available in the Editor game version only). Please don't use the developer mode (unless you're a modder and require the debug experience).

    - Meat & Mushrooms stew recipe requiring 6 ingredient slots but Oven has only 4 ingredient slots (thanks @Sarai0989).
    - Major performance drop with the land claims visualization (very noticeable when building/destroying on the EU server).
    - Properly restore the time continuum after loading the server snapshot/savegame (bug with the incorrectly long plant growth time after server restarts after a patch, also bug with the berries growth duration).
    - Items desync: when a manufacturing output item is moved from the output slot while its count is incremented on the server side (thanks @Daitallica).   
    - Exploit introduced in the 0.15.5 when players were able to push each other through the walls.
    - When disconnecting from the game server during the world map loading in background, it spammed errors in the console.
    - Object owners list UI: adding a new user right after construction of certain objects (e.g. door or land claim) led to an issue when the creators username displayed twice in the owners list.
News and Updates / CryoFall - Patch notes v0.14.x
June 22, 2018, 04:40:30 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 v0.14.0 ===

Major new features:
   - Completely new quest line with more than 30 quests.
   - New items: miner helmet (with light! Tier 2 Defense tech) and yellow construction hat.
   - New industrial crate that can be found in industrial ruins.
   - New types of quests.

   - Rebalanced a lot of technologies, especially tier 1 & 2.
   - Significant rebalancing of almost all weapons and ammo in the game (both stats and crafting costs).
   - Some food rebalancing.
   - Updated quest menu, now shows number of quests available and completed.
   - Improved client movement and lag interpolation & prediction in connection with stamina (no more pullback when you're running and your energy depleted).
   - Lamps in auto mode will now only use fuel when there are players nearby (and they're online).
   - Rebalanced certain enemies, especially Scorpion. It now has substantial armor and it's better to use armor piercing rounds or heavy slugs against it.
   - Improvements to certain notifications, error messages and other popup windows with information.

   - Fixed lamp/flashlight recharging bug when the fuel/battery amount didn't changed on the client side.
   - Fixed random nausea when drinking pure water.
   - Fixed incorrect amounts in item notifications under certain circumstances.
   - Other small fixes & improvements.

   - The world has been wiped. Enjoy a fresh start!
News and Updates / CryoFall - Patch notes v0.13.x
May 31, 2018, 04:34:49 AM
New CryoFall update is finally live now!

We are also 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 v0.13.0 ===

Major new features:
   - New quest system!
   - Number of starting quests that will teach new players basics of the game and provide general guidance early on, we will be expanding this system with each subsequent update further
   - Items can now be used directly from inventory (drag and drop it on your character or simply Alt+Click on it)
   - New strength boost medicine and character effects
   - New structure: Evaporation fridge
   - New items: industrial chemicals, new bottles with water (salty and stale), etc.
   - New props and decorations for ruined towns
   - New equipment: respirator
   - Help button in inventory (listing of all the item shortcuts)
   - Interaction tooltips/hints are added to world objects
   - Many new technologies
   - Trees now drop saplings that can be planted
   - New water type (lake)
   - You can now fill bottles from water bodies (lakes and sea)
   - Added survey when exiting the game (please leave your feedback if you have extra 5 minutes)

   - Map size expanded (specifically desert and northern area)
   - Map now includes more points for oil and lithium extraction
   - New points of interest to explore on the map
   - Each radtown now has an individual sign to denote which type of facility it was (and consequently what loot you can expect)
   - Radtowns radiation levels rebalanced (there are three distinct tiers of radiation danger depending on the facility type)
   - AI can now move and attack up/down slopes
   - Screenshot now includes game version
   - You can now move even with any menu open
   - Door blueprints are now "open" by default so you can move through them
   - You can no longer punch trees (you could, but no damage applied and the game will tell you to use an axe)
   - Significant balance changes, especially to crafting (some recipes are also cheaper)
   - Improved performance across the board, especially asset streaming which decreases the micro freezes on asset loading
   - Improved server performance so you should experience smooth gameplay even if there are hundreds of players.
   - Credits updated and now includes the list of used technologies.

   - Fixed exploit with weapon range. We will see how it plays and make further changes if necessary
   - Fixed issue with some animals that couldn't be killed
   - Fixed annoying head bobbing during the melee attack animation
   - Fixed console not opening in non-US keyboard layouts
   - Fixed new options not applying when an updated version of the game is launched
        - Fixed incorrect door orientation detection when building a door near an another door.
   - Number of other fixes and improvements

   - The world has been wiped. Enjoy a fresh start!
Question to everyone.

I saw many of you say in the game chat that fridges aren't particularly useful and that food still rots.
Well, that's to be expected as adding food that never spoils is bad for game balance. Especially considering that it's already quite easy to obtain food and water.

But still, I would like to better balance this system.

Currently food is separated into 4 categories:
- Perishable (1h)
- Normal (3h)
- NonPerishable (8h)
- Preserved (2d)

I will probably bump it to 1.5h, 4h, 8h and 2.5d to make it slightly more convenient.

Now, about fridges. They slow down freshness decrease by 10 times. I think it is quite a substantial increase.
But if you log our and login the next day and  your food has rotted away in the fridge I can see how fridge can feel a bit useless. But increasing it further, more than 10x would introduce disbalance.

Anyway, before I make final changes I'd like to hear what you think. Maybe there's a better way to fix it?
Now that we have finally launched CryoFall publicly we would like to see as many people play it as possible!

And so far feedback seems to be quite positive.

There is one issue, however. There aren't many videos about the game and it is actually a problem. Usually we use those let's play videos to investigate typical play sessions and adjust the game to make it easier to understand, easier to use and generally better. But without those videos we simply have no source of this information.

So, if it's at all possible - please consider recording a video with you just playing CryoFall and commenting your experience. There is not better way to improve the game than this!

And thank you guys for your support! :)
News and Updates / CryoFall - Patch notes v0.12.x
May 09, 2018, 03:35:28 AM
Largest CryoFall update is finally live now!
With this we feel the game is ready to fully enter public alpha and ready for large number of people to join and try the game!
We will be starting with promotional activities this month, which means there should be more players now.

We are also looking forward to your YouTube videos and specifically let's plays as they allow us to examine just HOW exactly you play and make adjustments to the game based on that knowledge. So, even if you have a tiny channel with a few subscribers it will still be useful to us!

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

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

=== CryoFall v0.12.0 ===

Major new features:
   - Completely new terrain system (with all new visuals).
   - Complete reworking of the biome system along with new biomes: wasteland, meadows, ruins, etc.
   - New metal armor set (in "medieval" style).
   - Huge number of new technologies and technology groups. A lot of existing technologies have been reworked.
   - New static objects: signs, large chests, etc.
   - Fridges to store perishable food for longer.
   - Commerce system. Now anyone can build their own stores (trading stations) to sell or buy items.
   - Item durability and food freshness system.
   - Inventory sorting (with middle mouse button).

Other new features:
   - New water shader with water distortions, transparency and shore waves.
   - New character status effects.
   - New lighting systems that blends several light sources correctly and realistically.
   - Proper handling of multiple displays.
   - Significant game improvements to performance across the board.
   - Local chat messages. Now they will be displayed over your character head as speech bubbles. You can start your messages with "!" to use it. Such as "!Local message, yeah"
   - New sounds and sound events.
   - New map icons and improved icon scaling for larger maps.
   - Added credits to the game ;)
   - Capture screenshot feature (F12 by default).
   - New game options.
   - Multitude of other small additions.
   - Added help notifications to explain new players that they can learn new technologies in technology menu.

   - Most of the components are made craftable, although the primary way to obtain them is still looting from ruins.
   - All vegetation in the game have been passed through color-correction to adjust it to the new terrain system. We will still be revisiting it later, though.
   - Complete rebalancing of gold and currency. Gold now has wider use, but it is also not as rare as before.
   - Bushes and other gatherables are now more common on meadows and slightly less common in the forest. It makes foraging a bit more interesting and less random.
   - Now all technology groups have their own icons. Individual tech nodes are still using generic graphic, though, as we want to continue working on them for the time being before commiting to their final form.
   - New players are spawned with a torch to make it easier if they join the server at night.
   - Increased light radius for all light sources to make them more useful.
   - Significant improvements to UI: better tooltips, improved menus, better scaling, value interpolation for progress bars, etc.
   - Changed how drying cabinet works. Now it is possible to manually select the recipe.
   - Improvements to map editor (not available publicly yet ;) ).
   - Mobs will now regenerate their HP.
   - Complete rebalancing of the LP systems and skill experience progression.
   - Improved spawning algorithm (now distribution takes object density into account).
   - VSync now uses native display refresh rate (especially useful if your display uses refresh rate higher than 60hz).
   - Other changes and balance improvements.

   - Fixed fists/weapons draw order.
   - Fixed all memory leaks.
   - Fixed interaction system to use universal interaction range.
   - Multitude of other fixes across the board.

   - The world has been wiped. Enjoy a fresh start!
News and Updates / CryoFall Alpha Launch!
March 22, 2018, 03:54:39 AM

Please read more in our blogpost:
News and Updates / CryoFall - Patch notes v0.10.x
March 14, 2018, 04:36:26 AM
New CryoFall update!
We are continuing to address all of the small issues and also adding new features that are necessary for the wider release.
We will still keep the game low profile for now. There are still a few things we would like to add before making any kind of promotions.

=== CryoFall v0.10.0 ===

New features:
- All players will now have their own T-shirt. It will be randomly chosen from the set of possible variants when you join a new server
- If you die now you will see your dropped loot location on the map and you will be notified if someone steals it
- Social tab now includes a list of currently online players (but it is still work in progress)
- All held items are now properly visualized (so you can see a burning torch held by another player's character, etc)
- Game map now displays coordinates where your cursor is pointed

- Land claim protection range increased substantially, now it actually makes it possible to protect your base from other players right away
- Stuff cannot be spawned on the edge of water now
- Dead character bodies are now removed from the world after 10 seconds
- Improved interpolation algorithm (to ensure less lag), added debug display for interpolation-induced lag
- Increased mineral density in the forest
- Changed balance of axes, now they are always better at chopping wood than any other type of melee or ranged weapons (who chops trees with a mace or a shotgun anyway?)
- Floor tiles are now cheaper
- Increased mobs spawn rate slightly
- Rebalanced LP gain from farming (much less than before; thanks to @ninekorn for his feedback!)
- Rebalanced LP gain from building (building walls is not the best way to gain LP anymore!)
- When you deconstruct your land claim there is no waiting period anymore
- A lot of other small balance changes
- Updated MonoGame and NoesisGUI to their latest versions

- Fixed "unable to launch" issue when disk cache for UI/XAML assets was purged by Windows (we don't cache it now and stream them directly)
- Fixed oil pump not shutting off when necessary
- Fixed issue with character input (firing, moving) not being reset for offline characters
- Fixed map not being centered on the player after connecting to the game
- Fixed tooltip position/size being incorrect in certain circumstances
- Fixed campfire rendering order
- Fixed fallen tree rendering to match physics
- Fixed toggle between fullscreen and windowed mode - the previous window size will be restored
- Fixed fullscreen toggle - the game resolution now matches screen resolution

- The world has been wiped. Enjoy the fresh start!
News and Updates / VoidExpanse - Patch notes v2.1.x
March 06, 2018, 02:55:17 AM
VoidExpanse v2.1 is here!

=== VoidExpanse v2.1.0 ===

New features & changes:
   * New game option - static camera (the camera won't follow the mouse cursor, as you guys asked us to add!)
   * Reduced "Big party!" achievement requirement changed to 4 players online (was 10)
   * Better algorithm for selecting the default video settings
   * Better detection of HiDPI/Retina screens and automatic selection of the according option to improve rendering on such screens
   * Modding: can create devices to interact with space objects (such as debris)
   * Modding: added multiple new scripting API methods

   * Fixed (Pariahs' Bane expansion) Pariahs ship was appearing in the store on stations of other fractions
   * Fixed local game server connection dropping issue (on a low spec PCs)
   * Fixed scripting API npc.GetSystemAsteroidsByDistanceToNPC() not working properly
   * Fixed scripting API generator.RemoveAsteroid() not working properly
   * Fixed crashes due to OGG loading
   * Fixed Render texture creation issue
   * Fixed chat in 4K scaled incorrectly
   * Improved savegame writing reliability (should help with random corruption issues)
   * Fixed typos in Russian translation (thanks to ╨æ╨╡╨╗╨╛╤ü╨╗╨░╨▓)

Extra notes:
   * Saves ARE compatible with the previous versions!
   * Important! It is necessary to update BOTH clients for users and servers for server hosters.

=== New scripting API methods for modding===
(game scope)
bool game.IsProjectileExistsInSystem(int system_id, int projectile_id);
bool game.IsAsteroidExists(int asteroid_id);
bool game.IsShipExists(int ship_id);

(NPC scope)
crate_id[] npc.GetSystemCrateContainersByDistanceToNPC(int npc_id, int limit);
void npc.SetHiddenInStation(int npc_id, bool is_hidden);

(player scope)
void player.StartDialogue(string player_name, string npc_tag_unique_id);

(items scope)
int items.GetShipStationStorageContainerId(int ship_id, int station_id);

(ship scope)
{x,y} ship.GetVelocity(ship_id)
bool ship.IsGoingForward(ship_id)
bool ship.IsGoingBackward(ship_id)
bool ship.IsInCruiseMode(ship_id)
bool ship.IsRotatingLeft(ship_id)
bool ship.IsRotatingRight(ship_id)
bool ship.IsStrafingLeft(ship_id)
bool ship.IsStrafingRight(ship_id)

We would like to share our roadmap for CryoFall!

With this game we would like to make all of our ideas, planned features and information about what is currently in progress public. You can also vote on things you'd most like to see in the game sooner. With your input we will have better idea of what's important for you. Obviously it will go hand in hand with discussions here on the forum. So you can create topics about any of the planned features to discuss them in greater details or offer your opinions.

You can find the roadmap here:

And if you'd like to participate in discussions in realtime you can always join our discord server:
Game discussion / CryoFall - new screenshots & news
March 30, 2017, 09:32:08 PM

I decided to create a new topic for this, as the old ones have somewhat outdated information, so rather than adding a ton of disclaimers and corrections everywhere, here's a new topic!

But if you still would like to read other topics with the old info - you can find them here:
About CryoFall in general and some images -
Art and screenshots -