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Duskers
In Duskers you pilot drones into derelict spaceships to find the means to survive and piece together how the universe became a giant graveyard.

Explore
You are a drone operator, surrounded by old gritty tech that acts as your only eyes and ears to the outside world. What you hear comes through a remote microphone. What you see is how each drone sees the world. Motion sensors tell you something's out there, but not what. And when you issue commands, you do it through a command line interface.

Adapt
You have to earn everything in Duskers, scavenging drone upgrades, drones, and even ship upgrades. But dangerous creatures lurk in these derelict ships, and weapons are rare, so you may need to think of a clever way to explore a military outpost using only a motion sensor and a lure. But even if you find a way, the sensor that you rely on may break down, or you may run out of lures, even your drone's camera feed can start to fail. A favorite strategy can't be exploited for long, so you'll have to continually adapt.

Survive
Duskers is set in a procedurally generated Universe, and when you die you lose everything. You not only need to worry about what hazards lay waiting for you in the derelicts, but also running out of fuel, or parts to modify your drones and ship. You are alone, isolated in the dark reaches of space. Only by sifting through what ship logs remain un-corrupted can you piece together what happened.

About Us
We previously made A Virus Named TOM and then were fortunate enough to get Indie Fund to help us fund Duskers. More about us at www.games.misfits-attic.com/
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#1. Duskers (GOG) Ved: Misfits Attic
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Video

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  • Version: Windows, Linux, MacOS
  • Opdateret:
  • Patch 1.04 (08th July 2016)

    WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended.

    Added: When ‘exit’ing a ship (or commandeering), if you have acquired 1+ drones that would put you over the max number of drones, a new warning has been added to tell you not all drones can be kept and which drone(s) will be left behind. You will have the option to cancel the ‘exit’ so that you can move equipment around, etc, to minimize the loss.

    Change: Limit number of rooms with an inconclusive motion signal to at most 50%

    Change: In a previous patch, we kept small rooms from being the first room in a transporter, however players still occasionally encountered outposts with a room so small they can’t board. We’ve updated that to reduce the likelihood even further, but expanding the logic and making it more fault tolerant.

    Fixed: Using ‘teleport’ with an unsupported command now fails the command, rather than launching your drone to its death Ex: ‘teleport 2 mine r8’ will let you know that ‘mine’ is not supported, rather than teleporting drone 2 into r8.

    Fixed: Transporter ship upgrade was getting stuck in ‘recharging’ state

    Fixed: Universe map sometimes had some really long lines that pushed the edge of the map offscreen. Reduced the max length to avoid that issue in the future.

    Fixed: Previously if you got a new drone from a ship back to your boarding ship, but then all your regular fleet drones died, the game was over. Now it’ll take into account the new drone you found, allowing you to ‘exit’ and continue play with that drone.

    Fix: Collect scrap in corridor!!! Reworked to remove the annoying issue of “unreachable” scrap in the middle of a corridor.

    Fixed: Don't show drone left behind on mission summary

    Minor Fix: Pressing 1, 2, or 3 while a ship was traveling (animating) was causing state issues, including a loss of fuel. Now will ignore changing views while animating. You can still use ENTER/SPACE to quick-jump.
    Patch 1.03 (15th June 2016)

    Added: Schematic video feed is now repairable in Modifications under Ship (cost prohibitive, commandeering is still optimal strategy). Also increased the minimum time it will take the feed to break.

    Added: Option to enable re-starting a mission that was terminated early (game crash, exited to main menu, etc). Difficulty Options -> Abnormal Exit Revisit. We hope this helps those that experience crashes (especially the Mac rainbow bug)

    Added: Color Blind mode, which changes colors for Sensor and Motion scanners to make them easier to distinguish.

    Updated Strategy text for Commandeering and Ship Wear, as well as the help for Reroute command

    Change: Disallow certain characters in a dronenames.txt file: ':', '|', ',', or '='. Drones with names containing these characters will be ignored.

    Change: Ignore drone names in dronenames.txt file that start with characters that could be confused with door/room numbers (ex: R2D2)

    Fix: Some Internal Processing Errors when using ‘tow’

    Fix: When pressing ‘backspace’ on Main Menu, no longer deletes the main menu (this was the funniest bug evar, what did you expect?!)

    Fix: The value shown for Days Survived at the end of a mission when in a continuing run was relative to the number of days survived since starting Duskers and not since the beginning of the run. While the value in Stats was correct, this fixes the value shown at the end of missions to match stats (the actual Days Survived on a run).

    Fix: If either (or both) ‘begin’ and ‘end’ alias entries were removed or modified in the alias file, they would mistakenly be added back in whenever playing a challenge.

    Fix: Viewing another galaxy from a system with a stargate, but when you were not on the stargate node, would return you to the stargate node instead of your actual node.

    Fix: Using the same name for multiple drones was causing issues when one of those same-named drones was lost so that the lost drone would return and a good drone lost instead.

    Fix: Teleporting sensors left the sensor sound in the original room (the room they were teleported out of). Similarly, a lost/destroyed sensor would continue to make sound.
    Patch 1.022 (27th May 2016)

    Small update to fix a ship upgrade duplication bug we may have introduced with v1.02, as well as a bug in the weekly challenge
    Patch 1.02 (25th May 2016)

    Fix: Possible cause of players losing saves. After dying, the 'Restart' option (wrong name) was executing old code. Renamed to Reset and used the updated Reset code.

    Added: Additional ship slot validation logic added based on a state a player's data had gotten into. We also try to apply it automatically to minimize needing to go to the main main menu to validate/repair.

    Added: Hint when ship begins deteriorating that you can commandeer

    Fix: Don't allow Drone to continue firing at an enemy in another room when the door is closed between them.

    Remove: Message telling player they are out of fuel EXCEPT in weekly challenge. This had a couple issues where it triggered incorrectly - also was the cause of some hang errors after leaving ships

    Fix: Don't allow players to dock to an airlock that isn't yet on the schematic.

    Fix: When viewing another system, pressing 'T' was draining P-Fuel as if you had actually traveled.

    Fix: Cases where patrol bots could shoot/move through closed doors

    Universal Linux build (separate 32 & 64 bit builds)

    Added: FS/Windowed toggle to Linux (ALT+ENTER or SHIFT+ALT+ENTER)

    Add: -alias-disablectrl command line option to disable the CTRL on the Alias window (interferes with Scandinavian keyboards, which use CTRL to access keys like '$')

    Change: Allow mapping of arrow keys (in Unity Launcher)

    Fix: Make sure 1st transportable room is clear of large debris and has at least one size that is 3 to make sure player isn't blocked from boarding an outpost.

    Added Upgrade Wear & Ship Wear to strategy menu

    Updated Semicolon tip text

    Help text has been clarified for many commands

    Other minor fixes
    OS Update (19th May 2016)

    64-bit compatibility for Linux added

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