We’ve had loads of great competitions on eTeknix recently and we’re certainly not out of ideas yet! The lovely people over at Pulsetense Games have provided us with three codes for their recently released Sci-fi Horror indie developed title “Solarix” and who doesn’t love getting their hands on some free game codes!?
“Solarix is a science-fiction horror game featuring open-ended levels for both combative and stealth-focused playstyles.” – Pulsetense Games
We actually previewed a Beta version of this game several months ago and while it was a little rough around the edges, it was a lot of fun. Since then, the game has had quite a few improvements, 4K support and more added to it.
Solarix, the stealthy sci-fi game hit steam recently, albeit to mixed reviews. Fortunately, as any great developer should do, Pulsetense Games have been working hard to address any issues the gaming community had and while admittedly, there’s still more improvements still to come, I’m sure many of you are happy to see the first patch get released so soon after release.
We actually previewed Solarix a little while back, it’s a fun game and its dark atmosphere mixes sci-fi and horror very well.
Coding Related Notes:
List most common resolutions and add them all to the game code and video settings page in ascending order. (NOTE: Because of this change, if you are updating the game, and not just buying, make sure to re-adjust the resolution you want to use in the video settings page.)Here’s a list of resolutions you can set within the options page, grouped by aspect ratio:
Remove forcing the last resolutions at the beginning of levels, so player can use config files for more resolutions.
Remove unused DD and exec functions from player controller for optimization.
Add fov option, min: 60, max: 120, with increments of 5.
Force the player’s weapon (including hands) to disregard the change of FOV, it’ll use FOV of 90 all the time.
Polish all the options pages, as well as confirmation UIs.
Make the option steppers able to affect another text field within the same UI (needed for aspect ratio text).
Add aspect ratio text under resolution, that updates based on the current resolution.
Add MaxHealthPacksAllowed to PC, so player can only carry a limited number of health packs.
Add MaxHealthPacksAllowed to DifficultyManager, so we can define different limits for each difficulty level. Now, player won’t be carrying too many of health packs so use them wisely.
Add a limit on how high the player can get using a throwable object. This should prevent flying with throwable objects.
Add a limit on how low the throwable object can get when you loook down. This should prevent flying with throwable objects.
Create a SwitchWeapon action, so we can switch the active weapon from kismet. Will implement the solution in the next patch in case some users request it.
Fixed not being able to fall off a ledge when crouched. THIS should prevent many of the collision errors, being stuck after you jump onto things. Now you can fall down silent if you are standing on something. Also, it fixes the “OMG! I can’t crouch while I’m going down the stairs” bug(!)
Changed how the logo is displayed, so changing the FOV won’t make it unreadable.
Level Design Changes & Related Notes :
Removed most of collision of floor objects that people tipped onto. This wasn’t a bug, it was a design choice but some users found this and presented this as if it is an error. Initially, our purpose was, within the scope of “old-school realism” make all of the objects on the floor having collisions. However, since some users deliberately showcased this as if it is an error, we removed the collisions of floor objects, so people can have “easier” time to walk on the floors. We are living in an era where users can complain about “not being able to crouch while going down stairs” so this was necessary decision we believe.
Fixed the slipping through containers.
Re-arranged some of the throwable objects in the first chapter for easier navigation.
Fixed the type error of “Power Cell”.
Adjusted lighting outside areas in chapter 2.
Added more hints for the puzzle in chapter 2.
Fixed collision errors in Chapter 3, will keep on doing so in the next patch.
Fixed the typo error “Incoherent” in chapter 3.
More optimization to chapter 6
AI Related Changes and Notes :
Fixed the dancing AI issue in some cases during patrol.
Increased peripheral vision for all of the AIs : They will have better seeing abilities now.
Increased and randomized monster speeds : Some of them will run faster now so players won’t easily run away from them.
Human soldiers have much better vision now, they will be using their “laser-sights”. We added this feature already to the AI code base, but prior to release removed it since some of the “beta-testers” found the soldiers to be “very difficult” to pass by. Now, on the other hand, we have some users calling these soldiers “blind”. Hence we made this alteration.
Now, with the increased vision abilities, and since they will be using the laser-sights, players should be much more careful around the human soldiers.
Human Soldiers now react to if you shoot out lights nearby them.
Human Soldiers’ Idle voices are less repeating now.
Now that the game has a few fixes, higher resolution support, FOV slider and more, will you be checking it out?
If you’re a fan of games like Thief and System Shock 2, perhaps even a little Deus Ex, then you’re going to be very interested in the debut title from Pulsetesnse Games; Solarix. It’s amazing to see the game reach this stage after the game unfortunately didn’t reach its Kickstarter goal. The team pushed on with zero budget, still managed to secure AAA voice actors and are showing no signs of slowing down their development progress.
The game dives head first into the Sci-Fi FPS genre, which in all fairness has been done to death time and time again by many other games, but modern games tend to focus heavily on the run and gun scenario. Solarix slows the pace considerably, going back to the steady searching, finding your way around your environment and generally putting you as a fragile victim than the Hollywood hero. The game favours stealth over action and while I’m sure many of you love the gun-toting action, Solarix uses a light meter mechanic to help you lurk in the shadows and evade your foes.
The game has a dark and eerie vibe about it. The levels are littered with dimly lit corridors, steam vents, lights behind slow moving fans. Pretty much all the clichés you would expect, but they’re all very well executed and really set the tone for the game very well. Think the movie Event Horizon with the grime of Gears of War and you’re half way there.
The game is in beta stage, so I did notice quite a few bugs along my way. Clunky scenery that occasionally stopped me in my tracks, enemies AI sending them into a minor fit when walking around objects and so on, but the game isn’t finished, so they’re allowed to have a few collision detection problems at this stage. However, it’s easy to look past the issues and soak up the games environment, at least until the pretty lethal enemies spot you lurking under a spotlight and come down on you with unrelenting force. Keep in mind, you’re a humble electrical engineer, you’re fighting for your life, your fellow crew are dead from infection and guess what? It’s down to you to contain what’s left – a mixture of freaked out people with guns and your own survival requirements; your best weapon right now is disabling lights to create dark hiding spots.
It’s easy to get lost in Solarix, most notably because it doesn’t hold your hand and feed turn-by-turn directions to you every two seconds; figure things out yourself! This much I love, I’m tired of waypoint markers mucking up my adventures and while you may find yourself backtracking a lot, the open-ended level design is a welcome throwback to the FPS games of the 90’s.
There’s not really a lot else to say about the game right now. I could pick holes in it, as there are a few rough textures, some of the shaders are not fantastic right now and there are a few control glitches that creep up frequently, but that would be like complain a car didn’t drive correctly after it was half built; this is an early beta after all!
This game has a lot of potential and for fans of stealthy sci-fi thriller games, there’s little else on the horizon to whet your appetite. I can’t wait to see what this game looks like in the near future when a little more polish has been put into it, the bugs fixed and of course, when it sees a full release. The game supports 2K resolutions at the moment and I even got 4K working via the console commands, which looks absolutely stunning!
The story is cool, the setting is classic and the atmosphere is thick – this is shaping up to be a great game indeed. A little birdie tells me there are some very exciting things in store for Solarix, which I’ll gladly share with you once I know I’m allowed to, so stay tuned!