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Abiotic Factor's Dark Energy update, listed as update 0.10.0, expands the Facility with a new major story sector, fresh systems, balance passes, new gear, and a very long list of fixes. The update is built around deeper paranormal exploration, more base utility, and several changes that make multiplayer survival less messy.

Dark Energy is the second major content update for Abiotic Factor. It adds the Reactors sector, introduces the Gatekeepers faction, brings in traveling traders, expands technology with Teleporter Pads and Hardlight tools, and adds new weapons, armor, pets, fishing content, and deployables.
Some of the details below touch on newly added content, so players avoiding all spoilers may want to skim the headlines only. Science is more fun when it is surprising, at least until it starts biting.
The headline addition is The Reactors, a new sector unlocked after completing Hydroplant. The official Dark Energy update notes describe it as a large and unusual area packed with enemies, armor, trinkets, weapons, deployable gadgets, and darker paranormal threats.
The Reactors are also tied to a new faction called The Gatekeepers. These heavily militarized residents have made a home beneath the Facility, but the notes leave their origin and motives deliberately unclear. Finding out what they are doing is part of the new story progression.
Marion returns as a traveling trader in the GATE Cascade Research Facility after Flathill has been completed. Traveling traders can be drawn to a base with a special powered object, then visit on certain days of the week. Existing traders also received a new interface, and the Blacksmith and Warren no longer rely on trade machines for direct exchanges.
Teleporter Pads add reusable point-to-point travel. Two linked pads create an instant travel route, making long return trips through cleared sectors much easier. They are expensive, but saving ten trips through familiar corridors is its own kind of luxury.
Hardlight Technology adds craftable bridges and shields. Hardlight Bridges can be made in pedestrian and vehicle-sized versions, while the Hardlight Shield can repel bullets. The update also adds a Construction Gauntlet screwdriver, Hexwood Hammer, and other deployable or crafted tools.
A new pet or weapon-like creature, IS-0128, appears in the update. The notes describe it as a strange long-nosed creature that benefits from being fed and can produce paranormal goo. Some pets can now be held or stored as items, which relates to the new addition.
Fishing also expands with more fishing spots, new fish, and new food possibilities.
Dark Energy adds several combat and travel options. New crafted weapons include:
The Harpoon Spear sits in the Hydroplant weapon tier and helps keep enemies at range. Exor-themed weapons use materials tied to paranormal enemies. The [REDACTION] Grenade creates a small black hole effect that pulls in nearby objects and enemies.
New armor includes Exor Armor and Reactor Armor, each with unique set bonuses. Several backpacks and helmets were also added, including the Long Jump Pack, which helps with gap traversal, and the Pocket Dimension Pack, which increases carrying capacity by storing items in its own dimension.
New inhibitors can prevent enemies from spawning near powered bases. Three inhibitor types were introduced through Reactors content.
Alongside Dark Energy, Deep Field Games shared an updated roadmap. At the time, the next major update was planned as Cold Fusion, the 1.0 release, targeting late spring. It was described as the final main story chapter and planned to add enemies, another faction, an upgrade system, power armor, new resources, new items, and more.
The roadmap also teased future content beyond 1.0 with a "1.1...and beyond?" note. The developer described the roadmap as flexible, so all timing and feature lists were subject to change.
Enemy and entity spawns now depend on in-game days rather than real-time minutes. This allows areas to stay clear temporarily after players put in the work. It also gives the developers more control over enemy density, patrol behavior, and placement. Snipers should no longer return every few real-time minutes, which is good for morale and nearby drywall.
The update fixed many reported issues, including the Laser Emitter and Laser Converter infinite power loop, projectiles being blocked by dead enemy collision capsules, unread journal icons lingering after all entries were read, and invalid aim targets breaking weapon accuracy.
Sleeping in tight spaces should work better. A possible black-room loading issue for clients was addressed. First-person legs should no longer block much of the view during crouch jumps. Right-clicking to dismiss repair or scrapping should no longer favorite slots accidentally.
Additional fixes include wiring trays sounding like concrete, dead enemies continuing to breathe, stuck pets failing to free themselves, Makeshift Toilet construction and bucket save issues, thrown projectiles facing the wrong direction, beehive placement in Induction Wing, Explosive Sledgehammer reload problems, plug placement getting stuck after a socket actor is destroyed, and text boxes not registering key presses immediately.
Enemies should now reach cover properly, Cascade Armor Threat Sensor targeting updates correctly, dedicated server mode setup no longer breaks unfinished skill-cap behavior, human ragdolls look better, and selecting No Ammo unloads instead of reloading.
Other corrections cover enemies turning the wrong way after hearing sounds, Tram Recall Button names, reload warning text color, Personal Teleporters on trams, Anomalies appearing at new game start, Headlamps moving into Armor Stands, recipe unpin button visibility after rehosting, Fanny Pack hotbar radial sections, laser sounds for clients, Romag Shotgun reload attenuation, buffs being removed by long-distance travel, Autosalvager output inventory size, Electron Grenade recipe button color, aquarium sound range, tainted water localization, Anteverse 23 audio, terminal exit and crouch timing, peccary chop collision, cart cargo rename weirdness, enemy target marking, shove reaction direction, Lab Rat scan interruption sliding, Home Buff popup spam, pinned HUD recipes after rejoining, zero-weight item sorting, headlamp HUD icon state, container slot icons, laser weapon durability loss, Tesla Coil client effects, full liquid container messaging, pet naming input spam, Office Cafeteria TV toggling, ghost crafting notifications, and actors saving world state too early during load.
The patch also includes typo fixes, with the traditional risk that new typos may have joined the ecosystem.
The food section of Dark Energy is not only about new ingredients. Several small but useful kitchen fixes were included. Players can now take items out of ovens even while holding something else, which makes meal prep less fussy. Large fish filets fit better in pans, stove interactions should behave more consistently for clients, and placed food visuals now update correctly for players who join a world after the food has already been set down.
Oven state was also cleaned up. An item inside an oven now updates its data properly after cooking on a stove, and placing an oven that had a pie packaged inside it should no longer create broken pie data. The hotbar radial wheel now shows the correct names for cooked foods. Portable Stoves are no longer immune to damage, and cooking pot UI no longer hides visible error messages.
Liquid and soup handling also received attention. Cooking pots now update their liquid visuals for clients, and a possible case where clients had strange stove interactions until a pot or pan was removed was addressed. Deployed soups that grant items now correctly grant those items even when inventory space is full. Repairing a Kitchen Stove no longer requires the repair item to be in the hotbar only, and the wrong pickup verb on pans placed on ovens or stoves was fixed.
The farming and fishing notes make several resource routes more predictable. A new Antelight seed type was added, and some ways to acquire Antelight seeds were expanded or given slightly better drop rates. Plants with variants now show the correct appearance while growing, which is useful when sorting farm plots.
Fishing had one major timing bug corrected. Several hours around midday were being read by the fishing system as midnight, which could explain unusual catches during the wrong part of the day. A separate bug where catching a new fish caused the HUD to show every previously unlocked fish once after rejoining was also fixed.
Gutfish Eels are now more reliable for electrical organs, since they have a 100% chance to drop that part. Eel Fat was reduced from a guaranteed drop to a 50% drop chance. The eel organ description was also updated.
Hardlight Bridges, Teleporter Pads, and inhibitors are the major new deployables, but many existing base items changed too. Carbon Beds became cheaper to craft. Laser systems now communicate power loss better because each bounce visibly dims the beam until weak lasers disappear. The functional result is the same as before, but now the problem is readable instead of mysterious.
Laser deployables now return all ingredients when destroyed in many cases. Moisture Teleporter placement moved to the Farming category, its effect area changed from a capsule to a circle, and its range increased from 8 meters to 10 meters. It also pulls more water than before.
The Charging Station became heavier to better reflect the battery capacity inside it. Rugs were adjusted so their default orientation faces the player more naturally during placement. The arrow was removed because it gave misleading placement information.
Several combat tools were tuned beyond the headline additions. Throwing Knives now deal more damage and may be recovered after impact, though they still have a low break chance. The Quill Rifle received a major pass so its homing behavior works correctly, with other ammo-count and handling adjustments. The Energy Pistol has more variation during cranking.
The Romag Shotgun's first-person fire animation now matches its actual fire rate. The Wessex Rifle now staggers targets when it hits. The Charge Shield battery was raised to 100 from 60. Carbon Pickaxes lose durability less often, and Cascade Armor durability was sharply increased.
Some science weapons became less powerful. Deatomizer regular and overdrive damage were reduced, and both the Electrothrower and Electron Grenade had damage-related reductions. These changes are framed in the notes as strange temporal electrical problems, which is an elegant scientific way to say the toys were too spicy.
Enemy behavior received a broad cleanup pass. Enemies now continue falling properly when killed in the air instead of briefly freezing in place. Those stationed at mounted LMGs are less likely to abandon the gun because of minor distractions and should not stagger away from it as easily. Gun-wielding enemies also aim vertically at targets more convincingly.
Cover usage improved. Enemies can now prefer full cover when available, should stop once they actually reach cover, and should not mark the wrong target when combat begins without taking damage. Squad behavior was upgraded, including better interactions between squads fighting each other. Enemies also have separate aggro lines for scientists and non-scientist targets.
Several fixes reduce odd enemy leftovers. Bleeding now ends after a while, enemies falling from ledges in problem areas are more likely to die and ragdoll properly, and dead enemies should no longer continue breathing. Lab Rats should stop sliding around when their scan animation is interrupted. Enemies shoved by players should turn and stumble in the correct direction.
The Lobby Join Code feature makes multiplayer joining easier. Codes appear in the Escape Menu and are hidden by default for stream safety. Direct Connect was added to the Server Browser, and startup now reports when the server browser cannot be reached, limiting play to singleplayer or LAN.
Inventory and crafting received many smaller usability fixes. The Crafting screen now exposes set bonuses and buffs before items are made, which reduces the need to craft blindly. Bonus Damage now appears on item tooltips, so extra levels in Blunt Melee and similar bonuses are easier to understand. The backpack interface was repositioned for larger packs, inventory slot icons were enlarged slightly, and container UI was stretched to avoid unnecessary scrollbars.
The HUD and journal also behave more cleanly. Pinned journal notes should no longer overlap as easily when large objectives are active. Objectives can support multiple waypoints, and those waypoints can still be toggled from the GATEPal Journal screen. Recipe pinning should survive rejoining, and the unpin button should remain visible after rehosting.
Dark Energy includes many small presentation fixes. Bullet whizz sounds were added, distant gunshots were replaced in some cases, and concurrency rules prevent too many sounds from stacking during firefights. The fire damage sound was made less abrasive, laser sounds now play for clients, and aquarium interaction sounds should not be audible from any range.
Several world materials were corrected so they feel and sound like the right surface. Wiring utility trays no longer behave like concrete, Glass Wall Frames are treated as metal, and many glass textures were updated. Door hinges and handles are shinier, whiteboards are crisper, and some barbed wire visuals are less emissive.
Hydroplant, Voussoir, Flathill, Anteverse 23, and Office areas all received small adjustments. The Hydroplant spillway activation now has effects, one pipe ledge near Waterfall House is easier to cross, Voussoir has more comfort details, Anteverse 23 has cleaner audio and fireplace behavior, and the Office cafeteria has a leaky pipe sound.
Many remaining fixes are small but important for long sessions. Autosalvagers should no longer have tiny output inventories that can delete items. Buffs should not disappear after teleporting or traveling long distances. Containers should stop showing stale slot icons from previously opened inventories. Zero-weight items should sort properly inside inventory grids.
Several interaction bugs were fixed. Input boxes now register key presses immediately, terminals should not create strange crouch issues when exited, pressing F on a full liquid container now shows that the container is full, and opening a pet-naming window should not spam the held key into the text field. Rename functionality for cart cargo inventories was disabled to avoid unusual behavior.
Vehicles and traversal received fixes too. Carts can be moved and steered with controllers, Personal Teleporters can be used while on trams, and death bags should appear at the last safe saved location if a player dies while wading in shallow liquid. Projectiles now face the correct direction while traveling, and projectiles lodged in corpses can be recovered by gibbing the corpse.
The final pass includes typos, localized strings, client visual effects, noisy televisions, crafting notifications that could become impossible to dismiss, and actors attempting to save too early while the world loads. None of those are glamorous fixes, but they are the kind that make a long survival world feel less haunted by bugs and more haunted by actual paranormal threats.
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