2.1.2 (11/17/25)
Global
Major
- Fixed the credits screen getting cut off at the bottom depending on your window resolution.
- Fixed ladders being disabled if you interact with a ladder while the adjunct is socketed.
Minor
- Added improvements to gamepad cursor speed to be relative to horizontal resolution of a display.
- Improvements made to default cursor movement speed to feel more natural.
- Fixed the player clipping through a black plane briefly during a certain part of the end-game.
- Lighting improvements made to certain meshes.
- Fixed some miscellaneous collision issues.
- Fixed an issue that could occur when turning pages in a book too quickly.
VR Only
- Fixed an issue with the Index controller diagram having a stray line through it.
2.0.9-emptyfolder (2025-06-12)
Global
Major
- Fixed an instance where the cursor might have issues when returning from the in-game menu.
- (VR only) Fixed the adjunct UI not remaining in sync with the player on fast-moving things like elevators.
- (Mac only) Re-enabled SM5 RHI to help with performance on lower-memory Macs.
- (Windows only) Updated DLSS to 4.0.2.
Minor
- Minor LOD improvements made.
- Updated cached shaders to help with minor hitching across the game.
A note for our Mac users:
Due to Apple’s recent announcement of newer macOS software updates preventing the future support of many non-Apple Silicon Macs, and increased frequency of reports to our support address of instability on Intel and AMD Macs in the latest macOS versions despite our lack of impactful changes to our games during those times, we are updating our minimum and recommended requirements of Firmament to remove official support for non-Apple Silicon Macs.
You may still be able to play Firmament on certain Intel and AMD-based Macs at this time, but you may run into unexpected issues with game stability, performance, visual defects, and more, especially if you are playing on macOS Sequoia or above. Unfortunately, Cyan is unable to make meaningful changes to remedy these issues, as they appear rooted in changes in the operating system updates themselves and how they interact with our games over time.
As a studio that has been around for over 35 years, we've seen many operating systems and different hardware platforms go through similar growing pains. With some of our games being on digital stores for 15+ years, we pride ourselves in being able to maintain and continue offering our decades-old award-winning games to folks. However, there almost always comes a time in which software or hardware deprecation forces us to make tough decisions like this, and we can no longer provide the experience folks expect us to in those cases.
2.0.9 (2025-06-17)
Global
Major
- Fixed an instance where the cursor might have issues when returning from the in-game menu.
- (VR only) Fixed the adjunct UI not remaining in sync with the player on fast-moving things like elevators.
- (Mac only) Re-enabled SM5 RHI to help with performance on lower-memory Macs.
- (Mac only) Fixed launching Firmament from GOG Galaxy Launcher so that it won't just open the folder structure instead of the game itself.
- (Windows only) Updated DLSS to 4.0.2.
Minor
- Minor LOD improvements made.
- Updated cached shaders to help with minor hitching across the game.
A note for our Mac users:
Due to Apple’s recent announcement of newer macOS software updates preventing the future support of many non-Apple Silicon Macs, and increased frequency of reports to our support address of instability on Intel and AMD Macs in the latest macOS versions despite our lack of impactful changes to our games during those times, we are updating our minimum and recommended requirements of Firmament to remove official support for non-Apple Silicon Macs.
You may still be able to play Firmament on certain Intel and AMD-based Macs at this time, but you may run into unexpected issues with game stability, performance, visual defects, and more, especially if you are playing on macOS Sequoia or above. Unfortunately, Cyan is unable to make meaningful changes to remedy these issues, as they appear rooted in changes in the operating system updates themselves and how they interact with our games over time.
As a studio that has been around for over 35 years, we've seen many operating systems and different hardware platforms go through similar growing pains. With some of our games being on digital stores for 15+ years, we pride ourselves in being able to maintain and continue offering our decades-old award-winning games to folks. However, there almost always comes a time in which software or hardware deprecation forces us to make tough decisions like this, and we can no longer provide the experience folks expect us to in those cases.
2.0.8 (2025-04-22)
Global
Features
- Auto detect now supports auto-setting appropriate supersampling settings based on your scalability settings and platform type.
- (Windows only) DLSS updated to version 4.0.
- (Windows only) Added support for TSR and XeSS supersampling.
Major
- (Mac only) Implemented a workaround for auto detect not behaving well on Mac and sometimes setting too high of settings for what your Mac can handle. Auto detect will now use a specific set of rules based on the number of cores available on your Mac.
- Fixed double-clicking on ladders while fast travel on ladders is enabled causing the player to not actually travel anywhere at all.
- Fixed book pages flipping back and forth when spamming page turns.
- Fixed DualShock controller support no longer working in Firmament as of the 2.0.6 patch update.
Minor
- Added new translations for some UI elements.
- Minor art adjustments made across all areas.
- Fixed some LOD transitions having noticeable “pops”.
- Fixed some instances of text overlapping on the adjunct UI in certain languages.
- Fixed an instance of a cathode socket reporting concatenated sockets when it would still be in an unsolvable state under certain circumstances.
- Fixed some ice blocks having a strange blue hue when on low shadow settings.
- Fixed a gimbal lock issue with the player character under certain circumstances.
- Fixed an instance of the player being able to squeeze through a specific door while it is opening, to then fall through the world.
- Performance improvements made to various areas of the game to decrease memory load and draw load.
2.0.6 (2025-01-27)
Global
- Integrated a fix from Epic for a potential crash that could occur on certain Windows machine configurations on a subsequent startup after already playing the latest patch with ray tracing enabled.
- Fixed a random crash that could occur when DLSS is enabled and you exit the game normally.
- Fixed a random crash that could occur when moving very quickly between two areas with different music playing.
- Improved performance in the St. Andrews conservatory area.
- Fixed some visual pops that could occur when walking between certain areas in St. Andrews.
- Removed a glowing mesh from Curievale.
- Made various optimizations to save about 0.4GB of space of storage on disk and decrease memory overhead.
VR only
- Fixed an incorrect menu open prompt appearing when using a Meta Quest or Meta Rift device in PC VR.
2.0.5 (2024-11-09)
Global
- Fixed potential crash that could occur on certain Windows machine configurations on a subsequent startup after already playing the latest patch with ray tracing enabled
- Minor hitch performance improvements
2.0.4 (2024-11-06)
Firmament Patch 2.0
Hello, everyone! Firmament version 2.0 is here with some big stability updates, tech-adds, improvements, and more to make your experience playing Firmament even better.
This update is a beefy one, and we’ve tried to consolidate it as much as we could to make sure you all know what to expect. Let’s do this thing!
Engine Upgrade
First things first: We’ve upgraded Firmament from using Unreal Engine 4.27+ to Unreal Engine 5.3.2. Doing this has resolved a WIDE number of stability issues related to the game running on various platforms.
- Visual changes/stability: The newer engine has resolved a lot of flickering texture issues we saw come up on lower-end hardware especially. There should also be some slight improvements in lighting, reflections, and more, despite not using all of the bells and whistles in UE5 (no Lumen, no Nanite here in Firmament… yet!).
- HDR support changes: HDR has better support on all platforms now.
- RHI support changes:
- Windows: DX12 support is now a requirement for playing Firmament on Windows. Engine support on this RHI is much better here moving forward, and it enables us to get rid of most shader compilation hitches when you move around the game.
- Mac: Metal 3 RHI support has been added. This is enabled for the M3 family of chips on Mac.
- Device support changes:
- Windows: Nothing is changing here, actually, other than adjusting our minimum specifications to require DX12 (see above).
- Mac: We are increasing our MacOS minimum requirement from MacOS 13.3 to MacOS 14.5.
- VR:
- We’ve officially moved to using OpenXR in Firmament! This brings stability improvements, more generic launch options (see below), and a more flexible environment for our VR users.
- Were you tired of the trillion VR launch options we had? We were as well! There’s now a single launch option and it should work for all officially supported headsets in Firmament (and maybe even some unsupported ones, since it’s still using the OpenXR backend).
- In-line with Meta’s official support drops, we are dropping official support in Firmament for the original Rift and Rift S headsets. We are also dropping official support in Firmament for the original Vive headset, but rest-assured that we still have official support for the Vive Pro. This doesn’t mean that you CAN’T play Firmament with those headsets, it just means that we are unable to give official support for them anymore. This statement also applies to WMR headsets, especially because of Microsoft’s own announcements to deprecate this support on Windows. Note however that now that we have moved to OpenXR, it is very possible that folks will have an even easier time playing Firmament on unsupported HMDs.
- Performance changes: “Mileage may vary” based on your machine. We’ve seen areas have both increased performance on some hardware, and decreased performance on some hardware. We recommend toying with the existing & updated Supersampling options to see what works best for your machine and your preferred playstyle.
Content Changes
Ray Tracing Changes
This is a big one…
We’ve got two things to cover, the first being that ray traced reflections are now supported in Firmament! You can now experience higher quality, more realistic reflections around Firmament when you enable ray tracing in your graphics settings menu. Note that enabling ray tracing will have a performance impact on your machine based on your screen’s resolution and hardware capabilities.
Second, ray tracing isn’t just supported on Windows in Firmament – it is now available for the powerful M3 and M4 family of chips on Mac as well. We just recently released a patch for Myst that added the same support. It has been very hard to find out in any of our research if Myst or Firmament are, in-fact, one of the first titles with hardware ray tracing support for M3 and M4 chips to be released (maybe they’re the first Unreal Engine title with this support?). Let us know if you know! We want another excuse to celebrate our hard work on this patch over here.
Updated Supersampling Options
- All Supersampling options have been updated to newer versions to bring you even better performance and visuals in Firmament based on your hardware’s needs.
- MetalFX is now the default Supersampling option on Mac.
- FSR has been removed as a Supersampling option on Mac.
- DLSS is now allowed to be used in VR if you have compatible hardware.
- DLSS is now the default Supersampling option on Windows if you’re running the game with compatible hardware, regardless of whether or not you are running the game in VR.
General Fixes
Global
- Fixed various instances of the crane getting stuck when placed in various positions
- Fixed an instance of the camelus stationing improperly, preventing the player from embarking
- Fixed various fallthroughs that could occur while saving and loading on the planter puzzle, as well as various fallthroughs that could occur while rotating the planters while standing on them
- Fixed the player being able to adjust the track junction in Juleston while a sulfur cart is on it, causing the cart to be unable to move
- Fixed various instances of the adjunct getting stuck in an upgrade machine
- Fixed player potentially getting stuck if they solve a dive suit puzzle, then re-enter the dive area
- Fixed missing localization for “Shutters Opening”
- Fixed menu being inaccessible if you open the menu while the adjunct is locked into a socket, while also listening to the mentor speak to you
- Fixed missing localized image for the irrigation diagram on the camelus
- Fixed some cases of mouse input not working after reaching the end-game
- Fixed being able to stand on the edge of the omniwheel
- Fixed some elements of the end-game missing if you save and load your game while in the area
- Fixed the sulfur carts losing collision on save/load in some circumstances
- Fixed a particular mentor speech not playing on an omniwheel ride
- Fixed adjunct UI scale option tooltip not displaying any information
- Player movement is now locked down while adjunct upgrade stations are moving to prevent the player from getting stuck in boundary collision
- (GOG only) Achievements are now functional and achievable when connected to GOG’s services
VR Only
- Fixed shadow flickering in the right eye in various areas of the game
- Fixed issues with cycling through individual quality settings
- Fixed flickering in menus when resolution scale is set to 100%
- Adjusted the VR bindings in some circumstances so that the menu can be opened on non-system reserved buttons
1.2.0-Patch6 (2023-07-14)
Firmament Release Notes 1.2.0 (e9979-p17748)
Hey folks! Thanks for playing Firmament. We’ve got a lot of great fixes for you today. Here’s the list:
Fixes
Global
- Fixed a crash that could occur at a sweet spot during a re-attempt to engage the adjunct while the adjunct was in flight toward a socket.
- Fixed the adjunct not allowing the player to socket into the pod.
- Adjusted the socket mode font size and behavior so that the text won't wildly scale up and down.
- Added an additional trace to the socket to make sure that sockets that are in interiors are blocked.
- Added a brief delay before checking to see if the socket rotation click can be played again, as well as concurrency settings.
- Set the rotation of the in world clipboards to 1 so it would place the character in the correct location.
- Fixed added for certain situations where a save might get corrupted and not save out the proper level information needed to load the save back in. Corrupted saves will now automatically place you in the bunker in Curievale.
- Fixed the current quality level text to reflect the actual quality level instead of “low” (this is just an aesthetic change).
- Added potential fix for some more shadow flickering.
- Fixed the credits being clipped when FOV is set to a low number.
- Fixed some spelling issues in English subtitles for the Mentor and Founders’ speeches.
- Fixed added to make sure that the creator mode checkbox is initialized properly when the menu is opened.
- Game files now take up 1% of space less than before.
Curievale
- Fix added for being able to move the elevator in the dive area out of interactable range.
- Fix another situation where the ice crane can get stuck.
- Fix added for a block caused by taking a second ice block down the chute after moving the support platform from the first.
- Fix added for potentially getting stuck on an elevator platform by standing in the corners of the elevator while it moves down.
- Various hitch fixes added.
St. Andrew
- Fixed some areas where the terrain appeared to glow.
- Fixed the Camelus being able to get too close to the repair facility outer wall.
- Fixed situation where if you got an upgrade within the Arch in St. Andrew and then used “teleport to safe spot”, you’d be moved back to the Camelus area when you should be stuck inside the top of the arch where you're "awaiting the embrace".
Swan
- Fixed the Swan ceiling lights colliding against the adjunct
Juleston
- Added an out of bounds player location under the battery grid.
- Rotated the “engage” camera slightly for the clipboard in the bunker so that it no longer transitions to it along a windy weird path.
- Fix for being able to get stuck between the omniwheel and the platform if you call it while standing in a sweet spot.
VR
- Fixed some VR options near the top (navigation mode & turn mode) showing up weirdly left-aligned.
If you encounter an issue with the game, whether a crash, soft block, graphical issue, or anything else, please follow the instructions here to get us the information we need to look into the issue you are encountering:
Please email support@cyan.com with the following information:
- Dxdiag (if on Windows) or screenshot of “About this Mac” page (if on Mac) of your machine,
- The contents of your C:\Users[username]\AppData\Local\Firmament\Saved directory, zipped up, or if on Mac, the contents of your /Users/username/Library/Application Support/Epic/Firmament/Saved directory, and
- Details of the bug, with any repro steps if possible.
Thanks again, folks!
Cheers,
Hannah
1.1.1-Patch5 (2023-06-17)
Firmament Release Notes 1.1.1 (e9894-p17646)
Hey folks! Thanks for playing Firmament. We know that we just shipped Patch 4 literally one day ago, but we were so excited to get you another patch, we got one prepared today as well! Here’s the list:
Features
- When starting the game for the first time on Mac, the fullscreen mode chosen will now consider the first valid display with the highest refresh rate when making an automated selection.
Fixes
Global
- Added small performance improvements to Mac machines.
- Fixed issues on various Mac machines that would cause some moving objects to not reflect their collision properly. For example, if the omniwheel had its staircase lowered and you couldn’t step up onto it anyway, this is resolved now.
- Fixed an issue with transport pods preventing you from exiting if you try to leave while the doors are opening, forcing you to step back and wait for the animation to finish before proceeding again.
- Fixed a random case where your auto save could potentially not save out information on the Realm you are currently in, causing you to load into a black void if you chose to load the save in that state.
Curievale
- Fix added for being able to sneak off the side of the rotating ice crane when the blocker is up to prevent you from going off.
St. Andrew
- More protections added for players being able to send the conservatory elevator down on themselves and get stuck.
If you encounter an issue with the game, whether a crash, soft block, graphical issue, or anything else, please send the following information to support@cyan.com:
- Dxdiag (if on Windows) or screenshot of “About this Mac” page (if on Mac) of your machine,
- The contents of your C:\Users[username]\AppData\Local\Firmament\Saved directory, zipped up, or if on Mac, the contents of your /Users/username/Library/Application Support/Epic/Firmament/Saved directory, and
- Details of the bug, with any repro steps if possible.
Thanks again, folks!
Cheers,
Hannah
1.1.0-Patch4 (2023-06-15)
Firmament Release Notes 1.1.0 (e9862-p17640)
Hey folks! Thanks for playing Firmament. We’ve got a lot of great fixes for you today. Here’s the list:
Features
- Adjunct returns to the player at 2x the speed now.
- Added localized textures for propaganda banners.
- Added localized textures for some content near the end-game.
- Supersampling quality will now be set to “Performance” instead of “Balanced” by default when your auto-detected value for Shadow quality is set to “Low”.
- For Windows users who don't have dx12 support, added a new "play in dx11" option on launch through GOG Galaxy so that you don't have to manually create a modified shortcut for the game.
Fixes
Global
- Fixed collision on the omniwheel, various bridges, and some elevators from being unable to be stepped on randomly. Happened most often on M1 platforms but could happen on other platforms running the game at lower framerate.
- Fixed being unable to regain control after the credits have completed.
- Added various socket disabled states & sounds when attempting to use a function on a socket that isn’t available at that time.
- Adjusted some socket names for clarity.
- Name corrections made for some folks in the credits.
- Set a fixed FOV of 90 or lower to the dive suit when inside of the dive suit to prevent some strange dive suit innards from showing up.
- Added logic to prevent the player from toggling the run/walk notification with Caps Lock when in the logo scene.
- Fixed multiple disconnects occurring on an adjunct tether in certain situations.
- The player’s arms will now hide themselves when picking something up (like a clipboard).
- Fixed the player being able to close themselves inside of a sweet spot in transport pods between the door and the inner area.
- Adjusted some text in the end-game to reflect a “complete” state as soon as the player is notified the state should be completed.
- Fix added for the world sometimes not fading out properly when loading a game.
- Fix added for double-click causing the player to sometimes move twice as fast.
- Added a missing translation for “Foliage” in Japanese.
- Fixed an incorrect translation for “Reverse” and “Forward” in Korean.
- Fixed various minor door issues in the end-game sequence.
- Added minor LOD fixes.
- Added some minor global framerate and hitching improvements.
Curievale
- Added more fixes for save games where the ice crane may have gotten stuck, or the player got stuck on an ice block.
- Fixed the ice hauler UI being inaccurate in certain situations.
- Added a fix for crane saves that have the crane underneath the terrain in Curievale.
- Allowed the moving platform in the ice factory to be reset so the player can get onto it when they Teleport to Safe Spot.
- Fixed the water level sometimes being raised when it shouldn’t be in certain situations when using Teleport to Safe Spot.
- Fixed some ladder landings not having a comfortable drop-off location.
St. Andrew
- Fixed the Camelus from getting stuck in certain situations.
- Added a fix for the player being able to send the conservatory elevator down through themselves.
- Fixed the Camelus legs sometimes clipping through the interior cabin.
- Fixed the player from being able to step up onto the incorrect side of the railing of the entry and exit walkways from a planter in St. Andrew.
- Fixed the shadow flickering occurring on the pumphouse in St. Andrew and some other areas.
- Added collision to prevent the Camelus from getting into areas it should not be able to get into.
Juleston
- Fixed the battery platforms in Juleston being able to rotate into each other and sometimes not allow you to get on them.
- Fixed a floating ice cube in the sky from showing up in Juleston in certain situations.
- Added a fix for the spire interior in Juleston appearing when it should not be.
- Fixed the mixer blades in Juleston getting into a bad state in certain circumstances.
VR
- Fixed being able to walk around in the menu in VR.
- Fixed being able to see the player’s 2D hands when in the menu in certain circumstances.
- Ensured that tutorial notifications now immediately disappear as soon as the world fades out when bringing up the menu.
- Fixed the 2D arms showing up when you take your HMD off.
- Fixed height reset sometimes not properly setting the right height on the player.
- Fixed “bounciness” occurring when riding on some elevators.
If you encounter an issue with the game, whether a crash, soft block, graphical issue, or anything else, please send us the following information:
- Dxdiag (if on Windows) or screenshot of “About this Mac” page (if on Mac) of your machine,
- The contents of your C:\Users[username]\AppData\Local\Firmament\Saved directory, zipped up, or if on Mac, the contents of your /Users/username/Library/Application Support/Epic/Firmament/Saved directory, and
- Details of the bug, with any repro steps if possible.
Thanks again, folks!
Cheers,
Hannah
1.0.3-Patch3 (2023-05-31)
Firmament Release Notes 1.0.6 e9794-p17477
Hey folks! Thanks for playing Firmament! :D We’ve got a lot of great fixes for you today. Here’s the list:
Features
- Various VFX added to spire controls.
- Various VFX added for sulfur dumps in Juleston.
- Various VFX added for certain scenarios in the end-game.
- Added power lines on each battery platform in Juleston to help players see where power is routing.
- Added a tutorial to indicate the water level needs to rise before using the cavitation hammer in Juleston.
- Added a reset to the dive area elevator so that it would reset on Teleport to Safe spot.
Fixes
- A team of Keepers went in to maintain the ice crane in Curievale. We are happy to report that repairs have completed and it is much, much harder to get the crane stuck in unusual situations again. Additionally, the crane arm should cease from getting completely disconnected and shaking wildly upon loading a game in certain scenarios.
- Fixed the Camelus in St. Andrew being able to clip through or avoid certain collision and escape the navigable area entirely.
- Nudged a loudspeaker in the Juelston factory up a little but to avoid the sulfur cart tipping into it when it dumps.
- Added dark fade planes to the sulfur machine to try and minimize the visibility of the buckets popping in.
- Fixed the St. Andrew conservatory interior disappearing when taking the elevator down.
- Applied stability fixes to the elevators in each Arch.
- Added a check in the Camelus hatch audio to make sure the player is not socketed in the Camelus movement socket, otherwise the hatch audio would play each time a movement mode was switched.
- Fixed the music while you’re in the Camelus not properly playing.
- Added a fix to make sure to update the displayed window size after the resolution changes are applied in the graphics settings menu.
- Improved the hair shader on the Mentor so her hair doesn’t get blown out when looking at it from specific angles.
- Added a reset to the dive area elevator so that it would reset on Teleport to Safe spot.
- Removed invisible collider on a planter in the St. Andrew conservatory planter puzzle that should not have had collision.
- Fix added for windowed fullscreen support on Mac.
- Added fixes to prevent the initial ice skiff puzzle from getting stuck when collecting ice.
- Fix added for ladder floor collision preventing player from walking around the ice crane cabins
- Fix added to prevent the ice cranes from being able to shove an ice block into the ground.
- Fix added for wrong color sockets in specific areas.
- Fixed some of the ice that should be melting around ice heaters in the dive area in Curievale.
- Various minor lightmap, detail mapping, & UV fixes.
- Various minor collision fixes.
- Various minor mesh clipping fixes.
If you encounter an issue with the game, whether a crash, soft block, graphical issue, or anything else, please send an email to support@cyan.com with the following information:
- Dxdiag (if on Windows) or screenshot of “About this Mac” page (if on Mac) of your machine,
- The contents of your C:\Users[username]\AppData\Local\Firmament\Saved directory, zipped up, or if on Mac, the contents of your /Users/username/Library/Application Support/Epic/Firmament/Saved directory, and
- Details of the bug, with any repro steps if possible.
Thanks again, folks!
Cheers,
Hannah
1.0.3-Patch2 (2023-05-25)
Firmament Release Notes 1.0.3 e9770-p17406
Hey folks! Thanks for playing Firmament! :D We’ve got a lot of great fixes for you today. Here’s the list:
- Adjusted some meshes around the large crane area in Curievale to help alleviate some “stuckage” issues, and added more checks to make sure that the crane generally won’t get stuck. We’ll have another upcoming patch that addresses some of these cases even more as well.
- Various crash fixes for crashes folks were experiencing due to race conditions.
- Various fixes for collision in areas that should not have been blocking the player, but were, and vice-versa.
- More potential safeguards have been added for speeches getting missed, however, the majority of these issues should have been solved in Patch 1, and we have confirmed that save games that have been sent in so far to our support team that still report missing speeches do actually have speeches properly playing (they are just deliberately scarce in the part of the game folks may be playing in). The Mentor just needs to catch her breath sometimes!
- Fixed the “visually impossible gears” (3-interlocked-gears problem) on the Spire bridges.
- Fix for the crane arm in Curievale getting detached sometimes when you load a save game.
- Added catch-all zones that should plop the player back to the nearest Zone mesh if they have fallen or exited a zone. This will prevent areas from suddenly unloading entirely.
- Performance improvements to the St. Andrew conservatory interior by removing some other levels from being visible while being inside of the conservatory.
- Lowered wall collision in the St. Andrew pumphouse around the omniwheel dock so that the player is not pushed out of the omniwheel when standing by the door.
- Added collision safeguards to prevent players from getting stuck on top of the St. Andrew or Juleston bunkers when the bunkers raise.
- Minor visual tweaks and fixes throughout the game.
- Added a fix to prevent a faint breathing sound from being heard during the credits. (Yes, this is very creepy and we are glad it is fixed.)
- Fixed some aggressive LODs in various places around Firmament that didn’t need to be so aggressive. Calm down, LODs!!!!!!!!
- Moved clipboard in St. Andrew to a more discoverable location. Minor modifications to prop placement and collision to accommodate.
- Transport pod - Added a player location auto-correction to the center of the pod when loading a save game. Will fix getting stuck, and potentially triggering a link when it shouldn't.
- Fix for the gray square in the background of intro logos when using HDR.
- Added a catch-all for the transport pod linking audio. If the age selection is enabled and the linking sound is playing and the player is not in the transport pod, it will stop playing.
- Fixed a corner of the dive area in Curievale not hearing the dive audio when you are in the dive room.
- Translucency sort priority tweak to fix the Transport Pod traveling effect on the windows
- Fix for the Juleston bunker wanting to raise/lower even if there is no power after returning to the bunker once trying to open it once already.
- Fix for unloading of the St. Andrew spire interior if you run up and down the walkway toward it quickly.
- Fix for Juleston elevator potentially pushing the player off of it in VR if you were to hug the very back/side of the elevator as it ascends.
- Fixes to both the airlock/vat water and also the ocean water, to make the specular highlight a LOT less flickery/flashy on low settings.
- Made it much harder for folks to get stuck on the battery grid puzzle bridges.
- Fix for being able to take the dive suit out of the dive area and tromp around with it like a madman all around Firmament.
For support, please email us at support@cyan.com with the following info after making sure your machine meets or exceeds the min spec, and after making sure -- if you are in VR -- that your headset matches the headsets supported in our store description:
- Dxdiag (if on Windows) or screenshot of “About this Mac” page (if on Mac) of your machine,
- The contents of your C:\Users[username]\AppData\Local\Firmament\Saved directory, zipped up, or if on Mac, the contents of your /Users/username/Library/Application Support/Epic/Firmament/Saved directory, and
- Details of the bug, with any repro steps if possible.
Thanks again, folks!
Cheers,
Hannah
1.0.0-Patch1 (2023-05-19)
Firmament Release Notes 1.0.0 e9752-p17329
Hey folks! Thanks for playing Firmament! :D We’ve got a lot of great fixes for you today, including a fix for speeches not playing in certain cases. Here’s the list:
- Fix for the speeches in the game sometimes not playing for the rest of the game instance.
- Fix for an unload/soft block occurring if you save your game at the edge of a platform on the battery puzzle in Juleston, then try and load the game.
- Moved a speech trigger out of an odd corner of the conservatory interior to a more reasonable location.
- Extended a collider spline inside of the mixing vat in Juleston (around the railing) so that a small section now matches the majority of the interior collision. Prevents the player from becoming stuck inside the railing mesh.
- Added disabled states to the ice building platform.
- Flipped animation on the Juleston bunker pistons, as they moved in the opposite direction as the other bunkers and would clip into the surrounding rocks when the bunker was raised.
- Updated localization from our localization partner for prove-it tutorials when you get an upgrade.
- Fix for target transport pod being invisible when linking within the same age.
- Fixed the door lighting channels on the St. Andrew conservatory pod.
- Text on the transport pods in the Swan getting cut off in some localizations.
- Added a suit position for after don/doff of the suit in a certain location.
- Fix for a certain circumstance of speeches not playing after returning to the Swan.
- Fix for a sound not being affected by sound volumes set in the in-game menu.
- Fix for SteamVR tutorials for Quest showing up when using the Oculus runtime instead of just regular Oculus runtime tutorials.
- Fix for being able to see the unloaded interior of the conservatory or exterior courtyard.
- Added auto close regions to the purge doors (they're fairly large in order to not be defeated by the extended tether upgrade).
- Fix for purge door sockets playing the disabled sound when they shouldn’t be.
- Increased size of scroll bar in graphics settings menu.
- Decreased size of menu in 2D.
- Increased size of main menu in VR.
- Hid the frame rate limit setting in the graphics settings menu when you're in VR.
- Campaign backers only: Fix for the gamepad not focusing on the adjunct UI scale option when you move up with the d-pad from the adjunct skin option in the display settings menu.
If you encounter an issue with the game, whether a crash, soft block, graphical issue, or anything else, please follow these instructions:
Please email support@cyan.com with the following information:
- Dxdiag (if on Windows) or screenshot of “About this Mac” page (if on Mac) of your machine,
The contents of your C:\Users[username]\AppData\Local\Firmament\Saved directory, zipped up
- or if on Mac, the contents of your /Users/username/Library/Application Support/Epic/Firmament/Saved directory, and
- Details of the bug, with any repro steps if possible.
For anyone who is encountering a game-breaking bug unrelated to graphical issues or crashes, please still attach the above information to an email to support@cyan.com. Having your save games and user configuration files will help us immensely in investigating issues.
Thanks again, and have a great weekend!!!!
Cheers,
Hannah