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Hello everyone, we have updated the game into the 0.3.0 version. While last week we talked about the patch and its changes, we have added a few more things and thought we should clarify more on the numbers changes of the things we did.

Please enjoy the game in its updated form and if there's any concerns, please don't hesitate to tell us or report any bugs to us through the bug-report channel in our discord! On that note, we'll be monitoring every channel of communication if there are any critical bugs (that we have not found) and apply hotfixes if required.

Once again, thank you very much for your support in our early access game, we do hope to deliver more things as soon as possible. Also, the new roadmap and post-patch manifesto explaining our ideas behind each changes will come in later weeks!



Additions
  • Quantum Break: Players will be able to activate the Quantum Break modes, a short burst of extreme power-ups by continually attacking with close combat and hold down a Quantum Break button. There are four forms to choose from, each specializing in a playstyle or a situation.

  • Guarding: Players will now be able to hold up their guard if equipped with a shield, reducing a large portion of incoming damage as another defense mechanism (aside from boosting to dodge attacks).

    Guards are quick to deploy and will slow players down a bit while it is active. Guarding will reduce all incoming damage, with directional guarding receive much more reduction from the direction you're facing.

  • Dual Weapons Stance: The first phase of dual weapons is completed to a level we can have players play around with it. Players will now be able to turn all close combat grips into dual weapons of the same looks and functionalities.
  • Added a large number of tech and architecture nodes in regards to new features such as Quantum Break customization, guarding customization, and dual attacks that would improve close combat further in conjunction with the power-based nodes.
  • Added the lore archives where players can read a summarization of the stories they've played through, the histories of the world and the M.A.S.S. technology, information about Quarks, and many more.
  • Added new extended combo paths for close combat, unlocked by nodes in the Engine and OS development tree. We've also added an input to transition between combos so players have more controls over combo attacks so check your control settings before playing in this patch!

  • Added 1 new story mission and 1 new hunting grounds into the game. The hunting grounds will be a bit different than what you've faced before.

  • Added first batch player decals into the game, thank you for your support through our Kickstarter campaign!
  • Added some UI and Help menu localization into the game for Japanese and Thai language through the courtesy of our publisher. More languages to follow later.
  • Added new close combat weapon grips.
  • Added 5 handles and 5 shells that combine into a shield into the game for guarding.

  • Added a sorting feature into tuning mode. Players can now sort ascending and descending with reference to offense, defense, or utility.
  • Added 7 new enemies into the game, and a returning boss.
  • Added a weapon trail customization option, players can now select the colors for the visual effects of a weapon as well as their property damages.
  • Added over 20 new assaulters and grips.


Improvements
  • Improved and new icons for clarifications on the development nodes icons.
  • Improved the VFX of various buffs for more clarity when they are applied.
  • Improved development nodes positioning for better clarity of the whole development tree.
  • Improved many of the game's soundtracks into original soundtracks. More will come and eventually, M.A.S.S. Builder will have its own OST library to listen to.
  • Improved sound effects of some weapons and other ambients.
  • The photography mode has been improved with new functions including showing shields, having a reversed grip, and much more.


  • Improved close combat attack flows and movesets, now the various grip/assaulter will have differing moveset in combination with each other. These are the stances we currently have based on how your weapons are customized:

  • OneHandSword
  • OneHandKnife
  • OneHandHammer
  • OneHandAxe
  • OneHandTwinSword
  • OneHandTwinHammer
  • OneHandKatar
  • OneHandKnuckle
  • BothHandSpear
  • BothHandMace
  • BothHandScythe
  • BothHandHalberd
  • BothHandTwinSpear
  • BothHandTwinMace
  • DualHandSword
  • DualHandKnife
  • DualHandHammer
  • DualHandAxe
  • DualHandTwinSword
  • DualHandTwinHammer
  • DualHandKatar
  • DualHandKnuckle
  • DualHandSpear
  • DualHandMace
  • DualHandScythe
  • DualHandHalberd
  • DualHandTwinSpear
  • DualHandTwinMace



Adjustments
  • Adjusted some development nodes levels for future nodes.
  • Adjusted property damages - now displaying property weaknesses, more clarity on the visual effects, better status effects, and introduced new nodes in the Architecture tree that would help with the property damage playstyle
  • Adjusted all enemies' property damage resistance.
  • Rebalanced all enemies' offensive and defensive stats.
  • Increased "Spread" firing type damage by 50%, people have been asking us to improve its accuracy but we think improving its damage output and keeping the whole large spread is a better choice for the firing type called "Spread."

  • Adjusted the Architecture tree by the following:
  • Pressurized Gears: from 200%/300% damage to 300%/400% damage. Pressurized Gears damage effect will now also occur 0.15 seconds faster than before thus making it easier to hit enemies.
  • Hyperspeed Thrusters to a new node that decreases Fuel Burn Rate by a percentage
  • Created new architect nodes for property damage playstyle and moved old nodes to the property damage tech line.
  • Some tech nodes' designs are adjusted to change a playstyle drastically. Some will not be able to be used at the current tech tier lock but you can see them.

  • All Architecture nodes with regards to playing a full close combat playstyle (no piercing or plasma damage) has received armor buffs. Also every nodes that have three damage types now have higher physical damage.


Bug Fixes
  • Critical bug crash on startup and on fullscreen have been fixed.
  • A lot of minor bug fixes.
  • Locking/Unlocking while in-air bug is fixed.
  • Fixed FPS loss bugs through better optimization, some graphical features might still cause a recurrence and we suggest not enabling them if the problem persists.
  • Ray firing type has been dealing an unintended large amount of damage, making it one of the best energy shooter of the game, we have now bring it back to the correct multiplier (around 70% of the damage it used to have).
  • Ray firing also has a cap to how fast they can fire alongside other shooters. We see you macro users.
  • Fixed various typos and some nodes displaying wrong numbers.
  • Hunting Grounds freeze on entering (game still runs but doesn't enter loading screen) bug fixed.


Known but unfixed bugs
  • Some decals and/or patterns are behaving weirdly, we've known how they are but fixing it will take time and it's a minor bug thus we decided to leave it for now.


0.3.1 + 0.3.2 + 0.3.3 + 0.3.4 + 0.3.5 + 0.3.6 Hotfix Patch Notes
  • Fix some decals not behaving properly during zoom-in/out
  • Fix decals offset slider bug
  • Redistribute the number of Quarks in the new hunting grounds mission to optimize the game, it should perform much better now.
  • Fix drop table problems, preventing shields blueprints from dropping.
  • Tried fixing the hunting grounds entrance freeze, the problem should either be solved, or appear much less often (as we are unable to consistently reproduce the bug, tell us if it still happens that often).

  • Very minor bug fixes
  • Fix thrusters not working properly in photograph mode
  • Fix help menu input chart to match current inputs
  • Fix Abandoned Base Boss' AI (it is not stuck on the wall now)
  • Fix tier 4 locked info typo (it now correctly reads Tier 4)
  • Change controller setup to allow multiple settings on the same button
  • Lower the time required to activate Quantum Break
  • Fix losing ammo when firing after a boost and braking

  • Fixed a bug in drop algorithms that causes some shields to not drop
  • Fixed a bug where Hillgard is giving Durability when it is not supposed to
  • Adjusted some shield recovery numbers to help with close combat plays
  • Fixed a bug where shields does not get imported with frame import function
  • Updated Japanese localization on some areas
  • Fixed a bug where weapons' pattern adjustment is not working
  • Property Weakness now works.

  • Added in help menu about Quantum Break, New Combos, and Guarding. Players will now get a pop-up of that page when the nodes are unlocked as well.
  • Added in tooltips that mentioned the availability of drop rate techs being stackable.
  • Remove achievements from Steam as it doesn't properly work right now to prevent any confusions. We're preparing to work on it by 0.4.0.
  • More updates to the Japanese localization, as our translator wanted to improve it for everyone out there.
  • Fix items falling into the abyss in Logistics Obstacles mission.

  • Optimize Wrath of the Wastelands mission. Performance should be 30% - 50% better now.
  • Fixed cutscenes bug where the camera pans up uncontrollably.
  • Fixed thrusters not regenerating when entering cutscene with thrusters on.

    More known bugs, but are not yet fixed
  • Sometimes, after using close combat last hit, the player instantly teleports into the far side of a map. We are not able to reproduce this bug yet, but we know it exists. If anyone is able to reproduce it or have it happen to them, please tell us what you did prior to the occurence.
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