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Dark Energy Bonus Update



Greetings, groupies of the Unlost!

Today’s update is special. A bonus, if you will. We were getting ready to wrap things up for our main Dark Energy efforts, and we decided, heck, maybe you just need a little more incentive to craft Rocket Launchers. Or maybe we had a bug or two to fix. There’s really no way to know for sure, it could be a thousand different reasons. But the end result is this update.

Please update your game and servers when you get a moment away from scientific study. If you don't receive an update, verify your game files.

EDIT: We dropped another tiny patch that fixes the trinket reward issue in this update. Science is hard. Enjoy!

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Bonus Update v0.10.0.15549 Changes:

[h3]Scientist Customization:[/h3]
  • NEW FABRIC: Valentine’s Day Fabric 2025. Permanently unlocked for all scientists. A new fabric to show you that you’re the repair item to our heart. Or something of that nature.

[h3]Facility & Portal Worlds:[/h3]
  • Fixed furniture not properly resetting in Portal Worlds.
  • If a container has items in it, it will no longer reset in a Portal World, by design. This will also prevent your items from being deleted or lost if you stored them in a container in a Portal World. If you want a Portal World original container to reset, you will need to fully empty it from now on.
  • Put in additional fixes to ensure Force Fields in Shadowgate do not reset under certain specific conditions. A nullified Force Field should now remain nullified forever.
  • To help with later traversal, Night Realm’s larger gates are now opened automatically after certain Nightspheres are destroyed. (This will only occur when the area is reloaded, but you can still manually open these as you reach them as well.)
  • For easier return trips, the front gates of Canaan now remain unlocked if unlocked during a previous trip.
  • Fixed one pool in The Encroachment not being fishable.
  • Updated the fish-splash particle effect when catching fish in The Encroachment and Power Services whatever-the-heck-that-is water.
  • Fixed Tram clipping through rocks on Data Farm to Power Services route.
  • Fixed missing water volume in Mist Reactor control center.
  • Greatly improved visibility and appearance of Mist Reactor and weather there-in, and the specific night time appearance of the location is now more properly consistent.
  • Mist Reactor is now always properly hot, even at night.
  • Removed some accidentally solid water collision in an unknown location, at some unknown ending area, something something spoilers.

[h3]Progression / Narrative Changes:[/h3]
  • Mist Reactor interior door no longer requires a higher level keypad hacker.
  • In Mist Reactor, Abe & Janet lines have increased in volume to be more audible under the music and environmental conditions.
  • Improved readability on Mist Reactor objectives, including initially outlining them.
  • A few of the quieter Manse holograms have been increased in volume.
  • Swapped the location of two Manse holograms found within Mist Reactor.
  • All Dr. Hill voice lines have been increased in volume to be more audible under the music and environmental conditions.
  • Fixed timing on a Dr. Hill subtitle which was getting cut off too early.
  • Fixed Kylie subtitles being seen globally.
  • Various VO and subtitles fixes, Dr. Cahn no longer says Portal when he meant Waygate. He’s just very particular about this kind of stuff and insisted we change it.
  • Recovered some data involving an E-Mail about “Bot Runes.” We’re sure this version is better, and whatever version you might’ve read was from some alternate anteverse, most likely.

[h3]Balance Tweaks:[/h3]
  • Cluster Grenade (non-rocket version) damage reduced to 150 per grenade down from 400 per grenade.
  • Dramatically reduced Accuracy XP gained from Laser Weapons.
  • Laser Collector now requires construction and requires a tool in order to be packaged, to match the same style as other similar objects.
  • Bee Swarm is now removed upon DBNO instead of the swarm persisting to finish the job.
  • Increased Inhibitor Range from 10 meters to 25 meters and they no longer require power. (Plug socket artwork will be removed at a later time.)

[h3]Laser Katana Changes:[/h3]
  • The Laser Katana has been updated to be a more effective tool beyond the Hydroplant.
  • Damage increased to 60, from 40.
  • Max laser increased from 60 to 100.
  • Max durability increased from 40 to 50.
  • Repair item is now Reservoir Growth.
  • Increased swing rate to 0.4, from 0.5.

[h3]Rocket Launcher Changes:[/h3]
  • Rocket Launcher damage increased to 1150, from 500. This includes the Penetrator Rocket.
  • Reduced splash damage on Rockets to be a bit steeper falloff, dealing less damage near the edges.
  • Reduced splash range on Rockets to 500, down from 600. (Let's be honest, this is mostly to avoid hurting YOURSELF more than others.)
  • Reduced Cluster Rocket's Cluster Grenade damage. Individual rocket-fired Cluster Grenades longer do the full Rocket Launcher base damage, which is… frankly extraordinary. This means each Cluster Grenade from a Cluster Rocket now deals about 150 damage, which is still nothing to sneeze at. Gesundheit.
  • Reduced Sapper PETN drop rate by about 50%, no longer drops up to 4x at once.
  • Detonation Cords are now a bit pricier to craft.
  • Rocket Launcher now requires 4x Detonation Cords, down from 6x.
  • Cluster Grenade, Rocket Launcher, and all Rocket recipes now unlock alongside the Detonation Cord, but they will not show their items unless you have discovered them.
  • Rocket Launcher now has additional items shown when Researching the recipe.
  • Rocket and Rocket variant recipes no longer require Research.

[h3]Recipe & Item Changes:[/h3]
  • Changed Containment Unit: 91 toggle verbs to clarify what the glass tint action actually does. It does NOT turn off the Containment, it simply toggles the glass tint.
  • Jotunhelm recipe is now unlocked upon killing a Jotun for the first time, to aid in scientists discovering this recipe altogether.
  • Bleach can now be found in Reactor toolboxes.
  • Various Bleach bottles have been appearing around the Reactors and Power Services. Probably has nothing to do with the above issues and were simply left there by a janitor.
  • Bleach recipe is now unlocked alongside the Reactor armor set helmet recipe.
  • Increased Transcendium drop rates from most sources.
  • Popcorn hunger fill values reduced, thirst increase reduced a bit too.
  • Silver Chain is now salvageable into Silver Scrap.
  • Reduced cost of all Hardlight Bridges.
  • Reduced weight and recipe cost of Field Battery (again).

[h3]Weapon & Armor Changes:[/h3]
  • Energy Pistol can now be refilled at Laser Collectors as well, but will still be filled with Battery in lieu of Laser. We hear Dr. Thule is working on an upgrade, though, but he’s disappeared off to Residences, or so the duo told us.
  • Reactor armor set bonus no longer shows on HUD at all times. (It still shows in the Health Screen like other armor bonuses/buffs.)
  • All parts of the Security armor set can be salvaged now, instead of holding firm inside your containers.
  • Security armor set now requires Kevlar to repair.

[h3]Volatile Exor Changes:[/h3]
  • Volatile Exors no longer check for a chance to explode every time they take damage when at low health.
  • Volatile Exors now have a very steady 30% chance to explode when they reach low health.
  • Volatile Exor can now drop their loot even if they explode.
  • Volatile Exor explosive damage increased to 150. Stand clear!
  • Volatile Exor explosion range reduced to 500, from 750.
  • Volatile Exor hit points have been reduced by about 20%.
  • Improved explosion when Volatile Exor self-detonates.

[h3]Other Entity Changes:[/h3]
  • IS-0223 should no longer trigger the Exor armor set when morning arrives. It's fine, he's a friend!
  • Exor Spirit should no longer appear right on top of the wearer.
  • Enemies can now properly see through Drop Shields and will no longer try to walk through them or take cover on the wrong side of them. This should make the shield generally more useful as a combat tool.
  • Fixed a major bug with enemies not properly dying in one hit if their torso health was dropped to zero by a single instance of damage. This should help with a lot of cases where something that does a lot of damage doesn't kill a weaker target when it should. This also affects big damage dealers, like the Sniper Rifles, Magbow, Rocket Launcher, and various grenades.
  • IS-0128 no longer drinks other liquids - their diet has returned to only radioactive waste.
  • Fixed several cases where enemies would play the wrong voice line, such as “exit combat” lines during the heat of combat, or other strange incongruities.
  • Enemies will now say special lines for killing Scientists (e.g. you) vs. killing other targets.
  • Characters should no longer continue holding other characters after death/DBNO, which should prevent issues where scientists might get stuck underground, or in a wall, or inside something else unsavory.
  • Gatekeeper Phyters should drop broken NVGs much more frequently.
  • Pests properly power a panoply of player-placed props again. (Pest Wheel Fix)

[h3]Dedicated Server Changes:[/h3]
  • [color]-NoSteam[/color] is now disabled and a relevant error message will display with workarounds and proper procedure required.
  • Fixed projectiles attached to corpses not being collectable by clients on a dedicated server once the corpse has been gibbed.

[h3]Other Changes / Bug Fixes:[/h3]
  • Scientist saves that have been manually renamed will now fix the Steam ID identifier inside the file on load. This is still not recommended, but should result in less reports from people who can’t help but tinker with their save data. Please be careful, all data must be treated with respect!
  • Fixed a bug where the Ogre Trinket recipe was disappearing on world reload.
  • If you missed the Ogre Trinket the first time, and the character who gives you this recipe is no longer present, there is now an interactable object nearby which will still grant you the recipe.
  • Drop Shield health increased from 700 to 1300
  • Drop Shields and Healing Briefcases now properly save and should no longer go missing between world loads.
  • Fixed the world size of a few items that were looking particularly small when underfoot.
  • Changed a commonly used item socket to make many held items point outwards towards other scientists in third person, e.g. skulls, food, etc.
  • Fixed projectile items becoming huge when hitting certain objects.
  • Fix Jetpack particles potentially being left around the place even when a Jetpack is no longer present.
  • Fixed an issue where headlamps would cause insane shadows when wearing hazmat suits (especially when the scene was shaking.)
  • Fixed a bug where a white pillar might appear on certain rotating sprites, such as trees or tiny secret birds.
  • Weather should probably no longer appear in the end area. spoilers spoilers


Thank you for enjoying Dark Energy. We look forward to treating you to more in the near future, and in all possible futures, for that matter. Keep hopping through portals, and don’t forget to leave a positive review if you’re having a blast.

And if you’re not, file some bug reports. This is all we do, really. Look at us. I mean come on.

Onward to science!

The Deep Field Team

Abiotic Factor's massive Dark Energy update, which adds teleporters, pocket dimensions and black hole grenades to the Half-Life inspired survival sim, is out now




biotic Factor's Dark Energy update is so vast and comprehensive it opened a rift right into The PC Gaming Show: Most Wanted, where developer Deep Field Games revealed the new faction, new gizmos, and enormous new area coming to the Half-Life inspired survival game. Indeed, it was large enough that the studio delayed the update out of 2024, and only now has Dark Energy formally arrived into the GATE Cascade Research Facility...
Read more.

Hotfix 0.10.0.15406



Greetings, deatomization experts!

We’ve released a hotfix that primarily focuses on balance tweaks, restores a bit of stopping power to a few weapons, and resolves a small clock notification issue.

Please update your game and servers when you get a moment away from scientific study. If you don't receive an update, verify your game files.

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Hotfix v0.10.0.15406 Changes:


  • Fixed a flaw in our timezone check that would cause scientists with proper Automatic time settings on their operating system to still receive a message as if they did not have this set. (We continue to recommend you set your OS clock to Automatic to avoid join issues.)
  • Removed requirement for Any Feces in Pest Trap recipe.
  • The dreaded Three Mystagogue base assault now only contains one, but he may have some backup.
  • All Rocket Launchers and Rocket recipes have been reduced in cost.
  • Detcord is now slightly cheaper as well.
  • Deatomizer damage (non-overdrive) increased from 13 to 15.
  • Also increased the weapon’s Laser capacity from 100 to 130.
  • Changed Crystalline Vial trinket to now charge all inventory items simultaneously instead of picking just one each tick.
  • Shadowberries respawn days reduced to 4, from 7, though portal resets should make this largely irrelevant. They still have a chance to appear in a location each reset, so keep looking!
  • Corrupt Bot hit points (not shield points) lowered to be more in line with the health on Defense Bots.


We’re about to get more heads down on the next major update. We’ll signal if there are any further hotfixes. We are closely monitoring any networking and other join-related issues in the meantime. Thanks for all your feedback, and thanks for treating your scientific colleagues with respect and kindness, from here to Discord to reddit! Remember, we're all in this together.

Onward to science!

The Deep Field Team


Hotfix 0.10.0.15383



Greetings, irradiated intellectuals!

We’ve released a hotfix that should solve a bunch of issues, including a story bug and various balance tweaks.

Please update your game and servers when you get a moment away from scientific study. If you don't receive an update, verify your game files.

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Hotfix v0.10.0.15383 Changes:


[h3]Balance Tweaks:[/h3]
  • Improved efficiency of Reactor Armor Set Bonus. This should now yield much more movement speed to offset the weight of the armor itself.
  • Reduced the amount of in-game days required to pass before the Glow Tulips will regrow in The Encroachment, from 20 days down to 7 days.
  • Slightly reduced the chance for Embellished Censer to be fished up in Shadowgate.
  • Increased the stack size for Embellished Censer from 1 to 10.
  • All Gatekeeper health has been reduced by about 20%, except for the Witch.
  • Phyters and Chieftains are no longer Laser Resistant.
  • Phyters are now weak to Sharp and Blunt damage.
  • Mystagogues are now WEAK to Electric instead of RESISTANT to it. Looks like the magnetic poles have shifted.
  • Jotun no longer shows itself as being both weak and immune to acid - now he is just weak to acid.
  • Lasers now do 65% damage to shields, up from 50%.
  • No other shield values have changed at this time.
  • Exor Cha: Decreased spear tip damage rate from 0.4 to 0.65, reducing how many times you get hit by the spear per second if running into it. Also, don’t do that, it hurts.
  • Exor Cha: Reduced teleportation rate when enraged.
  • Exor Cha: Slightly reduced movement speed in combat.
  • Updated Exor Cha psychic effect visuals.
  • Exor Cha now screech when they become enraged.


[h3]Other Changes / Bug Fixes:[/h3]
  • The Server Browser search function is now available again. Be sure to press the Apply button or click refresh!
  • Added a startup notice that will warn you if your operating system clock is set to an incompatible state for properly joining multiplayer games.
  • Fixed a major absent story beat at the start of Intrados. If you already passed through this area, there was one character encounter that would be missing, and would provide some context and suggestions on how to proceed. We have pinned a video of this encounter in our discord #abf-lore channel with a spoiler tag on it. You have been warned!
  • The hapless Douglas should no longer appear in two places at once. Or does he just run really quickly? Either way, neither should be possible now.
  • Trader good/bad trade lines now have subtitles.
  • Fixed a bug where trading items with a Trader while having a full inventory would place the items in a bag below the floor, which is not very helpful.
  • Frake should no longer be able to appear in two places at once.
  • Fixed an issue with Laser Grenades despawning if left on the ground.
  • Reactor Helmet recipe is now unlocked when killing a specific foe, to aid with scientists finding the pathway to this recipe.
  • All Reactor gear now have additional items listed when researching the recipes.
  • Added filename to Waterbot email attachment.
  • Imbued Parchment can now occasionally be found.
  • Fixed an issue where some collision would persist on dedicated servers near the end of Intrados and not allow scientists to venture into a portal.
  • Force Fields in Intrados should no longer persist after being destroyed, even when portal worlds reset. These nullifications are now permanent.


Onward to science!

The Deep Field Team

Hotfix 0.10.0.15324



Greetings, Jotun-snacks!

We’ve released a hotfix that should solve a ton of reported issues. We are still investigating some new network related issues.

[h3]Windows Timing Issues[/h3]
Some scientists have reported that the Einstein or Faraday join codes pop up if they have manually changed their desktop time (e.g. not using Automatic for setting time in Windows) so this should be avoided. We recommend setting your clock time to Automatic if you are experiencing this issue. It may (or may not) resolve it.

Please update your game and servers when you get a moment away from scientific study. If you don't receive an update, verify your game files.

[hr][/hr]
Hotfix v0.10.0.15324 Changes:


[h3]Balance Tweaks:[/h3]
  • Plutonic Blood is now available in an office, at a teleportation dispenser in the Atomic Division Labs (Dusk Reactor).
  • Volatile Exor no longer detonates as frequently.
  • Volatile Exor can now be killed during their detonation phase.
  • Field Battery recipe has changed to no longer require an Eel Organ as it now requires Crystalline Dust.
  • IS-0128 damage increased, including damage from exploding goo balls on surfaces
  • Some Gatekeepers are now weak to Acid. (IS-1028 deals Acid damage, by the way.)
  • Gatekeeper Witches are a bit tougher to kill.
  • Removed story progression requirement for trading an item in the trade inventory of one larvy boi.
  • The Rocket Launcher now weighs an amount of weight.
  • Sappers have slightly better eyesight, but worse peripheral vision.


[h3]Furniture Deployment Changes:[/h3]
  • Fixed several issues where Deployables were not properly calculating their bounds, causing things like chests to not be placeable as close to walls as they should have been. This also corrected some ceiling-placement issues and would also fix a few other cases where deploying wouldn’t work.
  • Teleporter Pads now have better deployment rules, allowing for tighter fits.
  • Fixed an issue where some crates with lids would block deploying objects on top of them when the lid was open.


[h3]Trader Changes:[/h3]
  • Trader Marion now trades Plutonic Carapace for a bit o' scrap, once you're down in Reactors.
  • After completing Security Sector, Trader Marion now sells what we can assume is a bootleg copy of IS-0099, if you've got the right goods to exchange for it. This should alleviate the issue for people who may have clumsily dropped their own IS-0099 into the tramway or something.
  • Traders should no longer randomly disappear mid-day and should typically stick around until midnight on the same day they arrive.


[h3]Other Changes / Bug Fixes:[/h3]
  • If scientists leave an area where a character is talking to them, they will now be granted the correct story progression, recipes, and other rewards immediately to avoid softlock issues.
  • Cloud Reactor objective progression backup triggers fixed, so scientists who skip certain things might still get clear objectives.
  • Fixed a bug where a certain void space scary what the heck is going on area would allow you to skip a major portion of the Reactors by dying and respawning from there
  • Giant's Pack now properly knows its supposed to be a backpack and should no longer lose item slots or cause other weird issues
  • Potential fix for an issue where scientists could fall through the floor when loading a specific area too slowly outside of Mist Reactor.
  • IS-0128 is now pettable when held in hands. (Secondary Fire by default.)
  • IS-0128 is now held properly when viewed by other scientists.
  • Fixed a spot in Reactor Tramway where some grates above very deadly spinning fanblades did not have collision.
  • Fixed a hole by a waterfall near Reactors monitoring room.
  • Fixed a hole underneath an elevator in Gale Reactor.
  • Fixed a hole above an elevator as well. The writer of these patch notes is not sure where that one was, but you won’t find it now either.
  • Fixed an area in Gale Reactor where scientists could science theirselves behind some yellow pipes. The fools!
  • Fixed a hole in some underwater rocks allowing for a sneaky peek into an even sneakier cove.
  • Fixed some floating lights in Mist Reactor.
  • Fixed an issue where scientists could swim down into a pool and unload the area they were in.
  • Lowered volume of a particular village leader
  • Giant's Pack buff text when viewing item tooltip now indicates what it does
  • Fixed a bug where Lab Rats weren't dropping certain higher tier resources as you progressed further into the story
  • Fixed our favorite tunnel-dwelling High Inquisitor standing up and playing an animation during one of his lines.
  • Quill Bolts have been renamed to Seeker Quills, to avoid confusion with other Bolt-type weapons.
  • Fixed being able to select locked background scenes with right click.
  • Fix some citizens of Anteverse 23 standing around braindead. And not in like, the way they’re supposed to because, you know. The way they are.
  • Increased reliability of a Sapper showing up where he's supposed to in the Atomic Labs control room
  • Fixed reliability of glass breaking during Sapper introduction in Atomic Labs control room.
  • Dr. Jager should no longer bleed pink. We decided, in fact, he doesn’t need blood, pink or otherwise, and we’re sticking to that decision.
  • Fixed a very high-res stone texture. Stop trying to look GOOD, this is Abiotic Factor.
  • Exor Spirit will no longer collide with characters, including you.
  • Added a fix for spears and other thrown weapons falling through walls in certain cases.
  • Fixed an issue with the Exor Armor Set not properly stopping leg-breakage with 2 or more pieces equipped.
  • Added interactable liquid to many of the slopes in the Cloud Reactor area. These are still not fishable, but you can scoop from them as a resource, including with IS-0128.
  • Added interactable (and fishable) liquid to the area outside of Cloud Reactor Tram Station.
  • Fixed distant levels disappearing for the host when another scientist is in that level.
  • Fixed Hardlight Shield causing some strange bright lights to start propagating around your person. Very normal stuff, really.


Onward to science!

The Deep Field Team