It is with great excitement I get to announce that Osiris: New Dawn is finally out of Early Access! For over 6 years we've tested, iterated and finally fully realized our vision alongside our community. I still can’t believe how far we've come from the initial days of Early Access with over 600,000 units sold, hundreds of updates (with over a dozen of them massive expansions), all driven by your feedback.
It has been a memorable journey with lots of peaks, troughs and splits in the road. Looking back we are incredibly grateful to have had the opportunity to build Osiris with a community that has stuck with us for so long and I would like to personally thank everyone who has contributed to the development of this game. I am incredibly proud of what Fenix Fire has achieved, success of this size for a studio this small, is incredibly rare and one that we should celebrate more often.
Now that Osiris is finally wrapped we can rest and begin looking to the future. With a full slate of game ideas, concepts and early WIP’s, I am excited to explore unique gameplay experiences and bring them to fruition. This will take time to do things right, but when we have more to share we will.
Again, thank you for your support as we reach the end of this chapter and begin turning the page to continue our story.
Until next time,
Brian
"Roads? Where we're going, we don't need roads!" -Dr. Emmett Brown
Since the Story Update we've added, tweaked and improved a ton of stuff around this new mode, including a full ending cinematic, extensive logic to allow for accomplishing mission in any order you wish, and hammering out the issues found by our community.
In addition to all this is the new AI refactoring that brings back many creatures with new animations, physics, and behaviors. See our previous Experimental Build post for more details.
Aside from that, we are pushing up all the goodies the Experimental Build has received up to the Main Branch, and we hope you enjoy!
Change List
Added - Crab Monster movement, attack and death animations Added - Gnat movement, attack and death animations Added - Arachnoid movement, attack and death animations Added - Elida movement, attack and death animations Added - Ending Cinematic Added - Special items needed to complete missions Added - Ability for Cryptex to unlock buildables in Crafting Tables Added - Printer Cryptex Added - Zirconium to Proteus 2 map Added - Ability to build inside Phoenix Team structures Added - New internal save system to allow completing missions out of order Added - Early game mission objects around all spawning points for all modes Added - Ability to designate power sources when using two Power Distributors Added - Space Debris in space with physics Added - Set dressing around lost Spaceship Added - Sound and FX for Spaceship Ramp Added - Animation and sound for Sat Dish mission complete Added - Sound and FX for charting course in Space Station Added - System computer announcing Mission Complete in non Story Modes Added - System Computer now explains Recycling in the Create Leather Mission
Fixed - Comms Relay missions Fixed - Water reclaimer giving XP Fixed - Pink object inside Rover Fixed - Small rock collision issue found above Alpha Mine Entrance Fixed - Key Binding menu overlap Fixed - Key bindings do not save when restarting the game Fixed - Button overlays on top nav bar in game menu Fixed - Zoom in/out in the map screen is backwards from expected Fixed - Salvaging a hose with the "low tech" option reward Fixed - Buggie for a satellite dish recipe Fixed - Furnace Precipitation Upgrade Fixed - Extracting liquid only working in 3rd Person Fixed - Interact with pickaxe in first person Fixed - Small Solar panels not giving power Fixed - Biodome and Hallway now properly unlock in the Mission structure Fixed - Story based repairable objects will no longer dismantle Fixed - Much improved ragdoll effects when killing any creature Fixed - Wall and Fence system sequentially building Fixed - Engine sound on Hovercraft Fixed - Redicle tool progress meter sometime displaying while in a weapon mode Fixed - Melee weapons no longer use durability when fighting or skinning creatures Fixed - Large Satellite Dish will now be properly interactive to complete the story Fixed - Phoenix Base structures will now be the correct type for various gameplay design Fixed - Certain Large Interior Crates will now give the proper objects needed to complete the story Fixed - Autocorrecting any needed Cryptex based on your save data is now automatically applied Fixed - Rover will now give proper Cryptex upon repair Fixed - Lost OMPAs will now give proper clues to further enhance the story
Changed - Arachnoid has been migrated to physically based AI system Changed - Gnat has been migrated to physically based AI system Changed - Crab Monster has been migrated to physically based AI system Changed - Parasyte has been migrated to physically based AI system Changed - Elida has been migrated to physically based AI system Changed - Removed outdated Ingots from build recipes Changed - Console Commands have been re-added Changed - Gathering creature hide has now been merged with the Create Leather Mission Changed - Creative console command now is only accessible in Creative Mode and Private Universe
This marks are final update for the year! Have a safe and wonderful winter, and we'll see y'all next year!!!
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes typically upgrade to the primary branch monthly.
Hey explorers! This latest build we focused on updated the AI for the Proteus 2 creatures.
Using the Snubs Larvae as a template, which has been heavily tested, we migrated this system over to many of the existing creatures. So far, the results have been fantastic.
New AI Benefits
Very performant. We can now run 20-30 creatures with minimal frame rate impact.
Collides with the environment properly, including walls, structures, rocks, etc.
Collides with vehicles, which allows certain vehicles to apply damage to creatures.
Creatures collide with each other and even ragdoll dead creatures, which adds a level or realism.
Creatures can spawn properly from underground, adding more realism.
Creatures can no longer fall under surfaces, resolving a long time A* issue.
Change List
Added - Crab Monster movement, attack and death animations Added - Gnat movement, attack and death animations Added - Arachnoid movement, attack and death animations Added - Elida movement, attack and death animations Changed - Arachnoid has been migrated to physically based AI system Changed - Gnat has been migrated to physically based AI system Changed - Crab Monster has been migrated to physically based AI system Changed - Parasyte has been migrated to physically based AI system Changed - Elida has been migrated to physically based AI system Fixed - Much improved ragdoll effects when killing any creature Fixed - Wall and Fence system sequentially building Fixed - Engine sound on Hovercraft Fixed - Redicle tool progress meter sometime displaying while in a weapon mode Fixed - Melee weapons no longer use durability when fighting or skinning creatures
Next up we'll be tuning the frequency of creature spawns and then moving onto creature refactoring for the other planets. From there, we'll be migrating the OMPAs and other robots to the physics AI system, along with cleaning up defense systems like turrets and shields.
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes typically upgrade to the primary branch monthly.
Hey explorers! We put together this patch to solve nearly any and all of the story data issues. Notably, if you started your story adventure in version prior to 0.5.609, you might have some gameplay objects that need certain "flags" from a design perspective - otherwise important story events may not occur as designed. Here's a list of the various cases we solved:
Change List
Fixed - Large Satellite Dish will now be properly interactive to complete the story Fixed - Phoenix Base structures will now be the correct type for various gameplay design Fixed - Certain Large Interior Crates will now give the proper objects needed to complete the story Fixed - Autocorrecting any needed Cryptex based on your save data is now automatically applied Fixed - Rover will now give proper Cryptex upon repair Fixed - Lost OMPAs will now give proper clues to further enhance the story Changed - Removed outdated Ingots from build recipes
IMPORTANT! If you started your Story Mode game from late October - Mid November, we suggest you perform the following to ensure your file is up to date. You'll only need to do this one time, and it's only for players who have experienced some progression stoppers in Story Mode.
Launch your Story Mode game as normal.
Once loaded, simply save your progress at a bed or even just a manual menu save.
Cycle back to the Main Menu, select your Story Mode character as normal, and load in.
At this point, all the correct hooks will be applied and you can safely continue your adventure.
**Note - we'll never have to this again, it is simply a band aid to repair a mistake we made in the late October builds. For this, we sincerely apologize.
Next up we'll be releasing a batch of creatures converted to the new physically based AI, which should drop very soon.
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes typically upgrade to the primary branch monthly.
Hey explorers! This one is special. Not only have we cleared the rest of the way for the Story mode missions to properly complete, but we also added the ending cinematic and credits to the game. This has been a long time coming, and we got a little choked up seeing it all come together but are ultimately very proud of what we've been able to produce and how far we've come on this project.
Change List
Added - Ending Cinematic Added - Special items needed to complete missions Added - Ability for Cryptex to unlock buildables in Crafting Tables Added - Printer Cryptex Added - Zirconium to Proteus 2 map Added - Ability to build inside Phoenix Team structures Added - New internal save system to allow completing missions out of order Added - Early game mission objects around all spawning points for all modes Added - Ability to designate power sources when using two Power Distributors Added - Space Debris in space with physics Added - Set dressing around lost Spaceship Added - Sound and FX for Spaceship Ramp Added - Animation and sound for Sat Dish mission complete Added - Sound and FX for charting course in Space Station Added - System computer announcing Mission Complete in non Story Modes
Changed - Console Commands have been re-added
Fixed - Comms Relay missions Fixed - Water reclaimer giving XP Fixed - Pink object inside Rover Fixed - Small rock collision issue found above Alpha Mine Entrance
Next up we'll be focusing on the creature AI and remastering Crab Monster, Arachnoid, Gnat, and others.
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes typically upgrade to the primary branch monthly.
Hey explorers! Just tossing up a small update on the Experiemental Branch that fixes many minor issues found.
Change List
Fixed - Key Binding menu overlap Fixed - Key bindings do not save when restarting the game Fixed - Button overlays on top nav bar in game menu Fixed - Zoom in/out in the map screen is backwards from expected Fixed - Salvaging a hose with the "low tech" option reward Fixed - Buggie for a satellite dish recipe Fixed - Furnace Precipitation Upgrade Fixed - Extracting liquid only working in 3rd Person Fixed - Interact with pickaxe in first person Fixed - Small Solar panels not giving power
Changed - Explanation on Private and Public - confusion about story missions stopping at Radar
Removed - Lock icon from Craftables
Next up we'll be updating the story progression, which is already in progress and should drop soon. Namely, the Rover and Coms Relay mission fixes and other related issues with the new mission system.
Hello Explorers! Since the Story Update released, we've been gathering your feedback and responses to the past update and wanted to share our priorities as we go into the next update.
Based on your feedback, this is what we've gathered:
Pros
The story has added a new layer of immersion and reason to progress/explore
Mines and Caves are more immersive
Weather balancing seems to be universally improved
Power Systems show promise, but have a few more kinks to clean up
Overall polish of animations, players movements are well received
Sound mastering has been well received
Snubs creature AI is good, but it spawns too much sometimes
Cons
Story progression seems stuck at a certain point (Rover Mission or Coms Mission)
AI variety is sorely needed (a known issue as we've stated we are refactoring the other AI with the physically based set up the Snubs Larvae has)
Progression unlocking is a hotly contested topic, especially for more experienced players
Skill Tree balancing (another known issue, we were planning on balancing the Skill Tree for this next update anyway)
A few bugs - we have a list that's been compiled over on Discord. So far, nothing too crazy or difficult to address
Goals and Tasks
We have some ideas on how to tackle the progression issue in Story Mode. The current set up is a bit narrow at times and we think it should be opened up a bit. Additionally, the main trunk of tech should be available to you when needed, while exploration unlocks should offer optional/additive buildables that expand your tech tree capabilities further.
Creature AI is the other primary focus. The goal is to create meaningful AI that also creates strategy and variety. Having certain creatures act in certain ways, attack certain items (or each other), or live in certain places or conditions (in caves only, or in rain storms only) we hope will add more meaning and immersion to the experience.
Lastly, there's the progression stopper issues on the story. Please bare with us, we need a little time on this one. The reason is we want to improve/expand the ending and that fact that you currently can't get there yet gives us a chance to put in the ending we feel the game deserves.
Welcome New Players
Thank you for choosing Osiris: New Dawn and joining our community! I hope you've been having a fun ride so far and if you feel so inclined, I look forward to meeting you over on Discord. Official Osiris: New Dawn Discord Server
As always, thank you for playing Osiris: New Dawn. We know you have lots of choices to play other games out there and are so honored you're here with us playing this little passion project.
Hello Explorers! Since the Story Update released, we've received invaluable feedback from our community and instantly jumped in to handle some of these issues.
Change List
Added - System Computer now explains Recycling in the Create Leather Mission Fixed - Biodome and Hallway now properly unlock in the Mission structure Fixed - Story based repairable objects will no longer dismantle Changed - Gathering creature hide has now been merged with the Create Leather Mission Changed - Creative console command now is only accessible in Creative Mode and Private Universe
There is still a bit more we're working on, such as the Comms Relay Mission, and will be looking at that next.
Also, please remember, the AI was completely refactored and many of the AI creatures are being reworked and fitted to this new AI system. These creatures will be re-added in the next major update.
Aside from that, thank you for playing and we hope you are enjoying The Story Update!
Wow, I am so excited to share this build with you! It's been a long time coming and I'm absolutely thrilled we're here. As you may know, we've been pushing many builds out on the Experimental Branch in recent months. After gathering a huge amount of invaluable feedback from our community we are now releasing this update to all! From myself and all involved, I give you The Story Update!
Story Mode
Story mode takes you on a solo adventure to discover the mysteries of the Phoenix Team and your attempt to rescue Mission Specialist Dawkins. Along the way you will fight for survival that will take you across the world, deep underground, and into space.
Crafting abilities unlock through a progression in this mode, and you are rewarded with new crafting abilities as you traverse through the adventure.
Your System Computer narrates missions and provides tips and explanations for you as you go.
Complete Missions
Missions and objectives have been added throughout to give a full experience from start to finish.
Repair Design
All repairables in the Story Mode have now been properly set and designed based on progression, mineral hardness, Cyptex availability, and numerous other factors to ensure a smooth and realistic experience.
Phoenix Team Voice Logs
Find clues and logs of Phoenix Team members spread across the world as you search for the survivors. These clues will be vital for your own survival.
Cryptex Blueprints in Story Mode
We resurrected an idea we had years ago and finally added it to the game in a meaningful way. Cyptex disks c
Survival Challenge
A mode we’ve had planned internally for a long time, essentially a “Naked and Afraid” style mode where you choose a planet and starting gear and see how long you can last. Again, this is a first pass and we’ll likely add a leaderboard and permadeath to this mode - maybe even some fun contests!
As in Story Mode, crafting abilities are unlocked through mission completions and discoveries.
Creative Mode
The creative character selection now gets its own mode and now has the ability to choose a starting planet!
Main Menu Overhaul
Single Player mode selection.
Multiplayer mode selection.
Inching ever closer to our final Main Menu, this update features our new mode selection panels and improved character selection, management, and creation tools. We’re also inching closer to having each class more meaningful, which will continue to get refined as we go.
Starting Worlds for Public Servers
Now each server will have its own starting world, giving more variety and challenge.
Terrain Deformation
Large structure building has never been better with simple but powerful terrain deformation. Finally, you can build a sprawling base without the worry of hills and inclines stunting your build plans. Note this only applies to large structures - many smaller utilities and huts will just sit on top of terrain.
First Person Animations
This was a ton of work, but we now have some nice animations and FX in first person. Patching your suite has never looked better or been more immersive.
Third Person Animations
Building, crafting, eating, healing, even gathering liquid are now fully displayed through beautiful animations and sound FX.
Water Interaction
Step through and splash in the bodies of liquid. Creatures act in the liquid too!
Plant Interaction
Walking through plants now has animation and sound giving more immersion to the experience.
More Map Features
Back by popular demand we added in the filtering feature to allow for searching for minerals by type. Also, type is now listed by hardness instead of density for to better align with your gear capabilities.
Geysers and Liquids have also been added to the Map features.
Sound Mastering
A lot of time went into cleaning up all the beeps and chimes in the UI, making the sound more balanced and focusing on real world sounds for immersion as opposed to sci fi beeps and buzzes.
System Computer Voice
Speaking of sound, we have our final System Computer voice implemented and she sounds great! Missions are also given through the System voice.
Build Goal Management
A hotly requested feature, now you can add to your build goal to create an overall shopping list.
Dynamic Suit Readings
The Scientist Class backpack has been outfitted with the latest tech to display your vitals directly on the suit itself. Suit Breach, Oxygen Amount, and Health amount are now all displayed dynamically on the back of your suit.
3rd Person Animations
Player movement animations such as run, sprint, stop, strafe, and idle are properly animated and smoothed for a much more polished 3rd person experience. The Melee stance has also been removed.
Camera Zooming
Right clicking in game will zoom in and view the environment in both first and third person modes.
Physically Based Creatures
Months in the making, I am proud to introduce our first creature to receive the new AI treatment. What does "Physically Based AI" entail? It means that the creature is treated and processed as a physics object, with all the forces and collisions in the world correctly acting correctly upon it.
What does Physically Based Creatures get us? Creatures will now properly respect defensive walls, structures, utilities and anything that has collision. Creatures can now even be run over by vehicles! Also, no longer restricted to the Pathfinding Navmesh, creatures can now traverse anywhere in the world. It also means we can eventually remove the nav meshes - a huge optimization and will lead to us being able to continue with ground deformation when building large structures.
In addition to driving these creatures by physics, the actual behaviors have also been updated. Larvae will sprint at you when coming in for an attack, circle your base, and back away quickly. They've become feisty little buggers, and this AI system is far more easily expanded and less error prone than solutions we've used in the past.
Creatures are also spawned more at night, creating a "explore by day, defend by night" feeling.
Oxygen Matters Now, A Lot
Automatic replenishing of Oxygen has been moved to a Suit Attachment. This adds value to the attachment while doing something critical to gameplay - you will now be very "tethered" to your base. You will need to really plan your expeditions, going further and further with each stage of your journey. This also adds lots of value to vehicles.
Pod Crash and Furnace Now Give Oxygen
To balance the Oxygen usage, the crashed Pod contains two tanks on board that can be forever used to refill some oxygen. Once you build a Furnace, it refills your oxygen even more. Of course, once you have a HAB or enclosed vehicles like the Rover oxygen will be fully replenished.
Overall, we find this gives much more of a feeling of being in space, on another planet, and adds lots of interesting strategy.
Mission Refinements
The opening missions have been tweaked to reflect the various changes and tweaks to the balancing. More tweaking will continue as we go, eventually going into the later "levels" of the game.
Durability is Much More of A Thing
Durability balancing, screen indications, and Repair Tables have all been adjusted to create a feeling of being mindful of your gear and the Maintenace of it. This also reinforces the feeling of safety when back at the base, providing a chance to refill oxygen, fix up your gear, and reinforce your base from attacks.
Workbench Can Now Repair By Default
To balance the updated durability system, repairing has been added to the Workbench inherently. The Repair Table is still an upgrade, and now does even more repairing per repair usage, adding a time saving value to the upgrade.
Discovery Harvesting Yields Are Now Unlocked
Keeping the act of Discovering by interacting for the first time, we went ahead and removed the locks per weapon type to allow for strategy when approaching a plant or creature. Using various weapons and tools will yield different resources, and it makes sense that as a scientific explorer this information would be included in the discovery.
Dust Storms Now Damage Structures
Furthering the feeling of maintenance and the shelter of your base, along with pushing the vulnerability and dangers of survival on a distant planet, damage by weather pattern has been added. The dust storms on Proteus 2 now can damage your base objects, and Maintenace of these objects will be vital to your survival.
This also sets up possibilities for more skills and tool advantages, like being able to repair past 100% or being able to build objects that are impervious to storms.
Clearer Interactions
Just some nice quality of life displays to illustrate how much time until an action can occur, or how many objects left in a tree.
Updated Main Menu
Lots of polish on the Character Select Screens across all the modes, along with clean up of the Options area.
Updated Language Localization
Working with our community, the language files have been updated. As development occurs, new words need to be added to localization, so you still might see some words that remain in English. However, these will all be addressed by the time we leave Early Access.
Minor Balancing Throughout
Many minor balancing tweaks, for example Small Radar Dish range has been slightly expanded.
Salvaging System
We fixed the preventing of Salvaging by removing the ownership of the Salvaged item. This means that in all modes any Salvageable object found in the world is not owned by anyone, until of course, it is fully salvaged and made operational.
The progress of the Salvage is also now saved properly, meaning that the salving you have done will not be wasted if you leave the game mid salvage. This also removed a loophole where Salvageable objects become constant loot givers by cycling going to the title menu and back.
Single Player Saves
Single Player can now save at any time and will display a screenshot of your most recent save.
Multiplayer Saves
Multiplayer Save keeps the Automatic Save system, which records everything each player does at regular intervals.
Thousands of Minor Tweaks
Too much to list, but we’re sure you’ll notice as you play through the experience. Just hundreds and hundreds of tiny adjustments to dial in the final polish.
Change List
Added - missions in all modes except Creative Added - Crab larvae sound Added - Sound pass on Utilities Added - Sound pass on Airlock Added - Terrain Deformation Added - Sound pass on Player movement Added - Sound pass on Player voice sounds Added - Sound pass on in game UI Added - Sound pass on Main Menu UI Added - Additive Build Goal Added - third person animations Added - first person animations Added - Water interaction Added - mission to get oxygen from pod Added - system Computer voice to missions Added - Plant interaction Added - Gasses and liquids added to map Added - Map filters by hardness Added - Mouse over map icons shows type Added - Dust storm damage logic added to not damage interior structures or objects behind terrain Added - Progressive unlock system in Story mode of all crafting abilities and recipes Added - Save Option from menu in Story and Creative mode Added - Combat balance pass for early game weapons and creatures Added - Sounds for drinking and eating Added - Geyser sounds Added - Giant worm has been added to some craters - mwa ha ha! Added - Crafting Table UI expanded Added - Skills and Stats are now on the same screen Added - Patch Tape screen FX Added - Sound and FX added to dismantle action Added - Save game image added to confirm quit screens Added - ground vignette in Main Menu for each world Added - Saving and autosaving by mode Added - Progressive crafting unlocks by mode Added - Crafting Table progressive unlocks by mode Added - opening shot in Story mode Added - Ground Deformation Added - support to remove grass when building Added - Suit readouts to backpack for Scientist Added - interaction context menu for Fabricated objects Added - fade in and out during character select in Main Menu Added - support to remove cursor when viewing characters in Menu Added - support to removing cursor when navigating the map in Map mode Added - support to adjust first person camera sway Added - Foot IK interpolates in based on movement speed, reducing foot artifacts while climbing Added - Water interaction Added - Both camera modes can now zoom to see into the distance Added - Footsteps now create dust Added - cinematic camera shot of Pod destruction Added - Time Stamp to Single Player Character Select Profiles Added - Time Stamp to Private Universe Select Profiles Added - Time Stamp to Public Universe Select Profiles Added - Salvage Objects save in all modes properly Added - build small satellite dish mission Added - Oxygen replenishing feature to Workbench Added - color coding to replenish triggers Added - display to show how much time is remaining on cooldowns Added - color coded info to harvesting amounts of plants and trees Added - support for harvestable segments to be skinned Added - support for crafting tables to have the option of repairing functionality Added - support to get upgrade from buildable objects in code Added - support for durability hit flash on item icons Added - support to display quick slots when receiving a durability penalty Added - Repair tables now display the amount of repair and modifier Added - more intelligent creature spawning to allow balance frequency of encounters and difficulty Added - support to spawn any creature from under the ground Added - legacy AStar support to new AI behaviors Added - proper hit stunning of creatures Added - prop blood spawning when hitting creatures Added - skinning support to consumable items Added - skinning action to player control system Added - further support for skinning creatures across weapon system Added - debug support to display interface object Added - player sounds for getting hurt in various ways Added - grunt sound when taking damage from fall Added - button down holding interface for crafting actions Added - support to play skinning animations on creatures when harvesting Added - support to flash durability penalty Added - polished fading in and out throughout Main Menu Added - gas to geysers for testing/developing modes Added - support to properly record all structures in save game display Added - support to properly record all utilities in save game display Added - support to damage structures during weather patterns Added - support to change brightness of stars based on location and time Added - creature skinning animation in 3rd person Added - structures and utilities icons to properly display in Avatar Selection screen Added - Larvae animations Added - upgraded blood FX to creature hits Added - Story dialogue in the early part of the story adventure
Changed - Save System in Single Player Mode Changed - Updated localization files Changed - Updated Main Menu Changed - Updated Character Select screen in Main Menu Changed - Updated language interface in Options Changed - Updated Options interface Changed - Updated Key Binding interface Changed - Updated Server Buttons in Main Menu Changed - Updated Character Buttons in Main Menu Changed - oxygen no longer replenished automatically Changed - Improvements to Mission Interface Changed - Improvements to inventory object icons Changed - Updated terrain files Changed - Rebalancing of crash site pod objects Changed - Minor adjustments and fixes to some structures and vehicles Changed - Small Satellite Dish now has a larger detection radius Changed - Reordered intro missions slightly Changed - Minor changes to recipes in Workbench Changed - Forge required much less to build Changed - Ghost and Sentry have been upgraded to retro fit the new AI system Changed - Charred Alen Bits now give more nutrition Changed - Oxygenator now can refill oxygen completely Changed - Updated Larvae to new physically based AI Changed - Updated Player to include all new systems Changed - Updated repair table function to work with all systems Changed - utility upgrades to build automatically and not need the blueprint interface Changed - creature indicators to only display health when hit Changed - Improved knockback on creatures Changed - Improved death ragdoll on creatures Changed - Increased durability usage when firing guns Changed - Increased durability usage when repairing and salvaging Changed - Balancing of player sound Changed - Less player breathing in idle and low impact states Changed - More player breathing sound when hurt or in danger Changed - Increased heart sound during stamina penalty Changed - Increased footstep sounds Changed - Lessened amount of hunger and oxygen used when using melee weapons and chisels Changed - balancing of durability rules Changed - Set Player Leveling to have a more steep XP curve Changed - mouse cursor to no longer turn off in map mode or in character rotation Changed - Hut and Bed saving text to "Save Successful" instead of "Location Saved" Changed - Improved 3rd person character animations Changed - Improved starting and stopping in 3rd person Changed - Audiomixer settings for player sounds Changed - Updated soundtracks for all levels Changed - Updated particle shaders Changed - Updated blood shaders Changed - Updated all Geyser Particle Systems Changed - Updated grass shaders Changed - Outlining is not more selective based on what mode or tool you are using Changed - cleaned up always up redicle activations Changed - updated suit breach overlay Changed - Highlighting of objects is now more clear, based on if you have a tool equipped Changed - Cleaned up Main Menu avatar load screen Changed - First Person Bob values for less roll and more step movement Changed - Hover IK is now smoother Changed - version of Unity to latest LTS Changed - Improved lighting and rendering in Proteus levels Changed - Improved Proteus mine art Changed - Cleaned up liquid gathering Changed - Updated missions Changed - Crash site is now spawned and harvestable in Challenge and Multiplayer modes Changed - Highlighter clean up Changed - HUD interaction UI clean up Changed - Faster tool harvesting and repairing Changed - Overhauled repair system to be more detailed and responsive Changed - Improve UI alert placement and auto shadow when over other UI Changed - Map feature overhaul Changed - 3rd person hit detection clean up Changed - Updated starting mission in Story Mode Changed - Time to use bed has been reduced Changed - Save game and auto save game clean up Changed - Crafting button clean up throughout Changed - Characters now have starting stats auto applied Changed - Fuel amounts have been balanced by giving more fuel to objects Changed - Upgrade utilities have been cleaned up Changed - All in game UI panels have been updated Changed - Crafting is faster throughout Changed - Repairing is faster throughout Changed - Improved repair and tool sounds and FX Changed - Game options have been cleaned up Changed - Logic added for interior helmet Changed - Interior helmet graphics and lighting pass Changed - Improved sound and atmosphere in Proteus mines Changed - Cleaned up loading into levels Changed - Load screen now shows images based on world being loaded Changed - Improved movement and speed in low atmosphere or gravity worlds Changed - Characters in Main Menu are now sorted by date properly
Fixed - Repair persistence Fixed - crafting table recipe taking bug Fixed - space travel save bug Fixed - transparent FX sorting with atmosphere Fixed - Melee stance when right clicking in 3rd person Fixed - Weapon idle animation cleaned up Fixed - Player IK clean up Fixed - repairing objects with recipes Fixed - Picking up Inflatable Domes Fixed - Crafting table buttons now refresh properly Fixed - Minerals and plants anchored in Proteus levels Fixed - wrong attachments showing in Main Menu Fixed - Reflection graphics overhaul and fixes Fixed - weather and rain no longer enter structures on Proteus 2 B Fixed - Audio Mixing of outdoor sounds Fixed - Main Menu multiplayer mode selection interface for new layout Fixed - fire reappearing on crashed pod when returning to game Fixed - First Person camera is now more smooth Fixed - Pod save on first play Fixed - Missions not appearing on subsequent plays Fixed - Center Indicator in opening Tutorial Fixed - Center Indicator while running Fixed - Center Indicator when returning to game Fixed - destruction fire no longer displays on subsequent plays Fixed - running up steep hills no longer accelerates you Fixed - Repairable objects no longer have an Inspect option of no details are given through design Fixed - Salvaging objects interaction and harvesting Fixed - Time Stamp on Cycled Servers in Character Selection Profiles Fixed - data saving on Crash Site Fixed - Zinc mineral LODs no long pop Fixed - Furnace now has proper icons for all upgrades Fixed - Workbench upgrade icons Fixed - to Crash Site object save game data Fixed - durability usage on equipped items Fixed - Clean up of one shot audio functions Fixed - null instances on PF particle systems Fixed - creatures spazing out in ragdoll form Fixed - Clean up of new AI system debug target indicators Fixed - Cleaned up durability system on inventory objects Fixed - left hand in IK system when holding rifles Fixed - to Timed Destroy function Fixed - Cleaned up creature damage system to show particles Fixed - Cleaned up planet names displayed from save games Fixed - Minor material fixes Fixed - Build Goals now increment and clear correctly Fixed - Item crafting no longer takes double items Fixed - Black screen when loading in from a legacy save game Fixed - Item crafting now uses items in the crafting table as designed and is no longer a cheat Fixed - Solar Panel repair mission in Story Mode Fixed - Dialogue queue to restrict the System Computer from talking over herself
Removed - Royalty Free Music Removed - Collect hide mission Removed - the building of kits for various objects Removed - ownership on repairable objects for now Removed - storage ownership for now Removed - notice that oxygen is replenishing Removed - unneeded debug log Removed - harvesting locks after discovering new plant or creature Removed - ownership on fuel systems Removed - ownership when salvaging Removed - unneeded collision detection from interface system Removed - vehicle ownership for now Removed - ownership on elevators for now Removed - ownership from repairing structures Removed - Early Access text from all menus Removed - step in avatar screen in Main Menu
As I've stated in the last Experiemental Build, this build is a special one for me. I feel it successfully incorporates so many of the numerous features we’ve built over the years and uses them in a way that drives a narrative in an open world genre.
From here, we’re onto our final build for Early Access release. This final push will be focused on creatures, weapons, and any other touch needed prior to release.
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes typically upgrade to the primary branch monthly.
Great news everyone! You can now play the entire Osiris: New Dawn story mode from beginning to end!
Complete Missions
Expanding on the missions from last round we have added the remaining missions to the Story Mode. This mode takes you on a solo adventure to discover the mysteries of the Phoenix Team and your attempt to rescue Mission Specialist Dawkins. Along the way you will fight for survival that will take you across the world, deep underground, and into space.
Story Mode Repair Design Pass
All repairables in the Story Mode have now been properly set and designed based on progression, mineral hardness, Cyptex availability, and numerous other factors to ensure a smooth and realistic experience.
Phoenix Team Voice Logs
Find clues and logs of Phoenix Team members spread across the world as you search for the survivors. These clues will be vital for your own survival.
Cryptex Blueprints in Story Mode
We resurrected an idea we had years ago and finally added it to the game in a meaningful way. Cyptex disks can be found throughout the world and can unlock build recipes for a variety of items. We feel this greatly improves the progression and rewards exploration.
Populated Mines and Caves
Lots of work went into a proper design pass of the underground areas. In addition to filling these areas with scenery and loot, we also brought back one of our most popular legacy mines. Doors have also been added, and keys now matter.
Structure Pressure Matters Now
Airlocks are now “intelligent” in that they will sense if a connected structure is not secure. Therefore, as in any pressure tight environment, all structures must be fully built and sealed prior to Airlock Pressurization.
In our own testing, we found this further creates quite a “cozy” feeling when in a large base. The elements can rage on outside, but you are dry and safe in your base.
We also cleaned up the couplers - they no longer sound glitch when walking through them.
Base Power System and Lighting
Bases now are lit by the power they receive. Therefore, you can power your base and the lights inside will turn on, eliminating the lighting triggers that set lighting previously. This means that when you leave your base at night your base is still lit up, giving the feeling of a safe place to return to while also indicating the condition of your base’s power distribution.
Furniture, Appliances, and other equipment in your base may also need power to function, which is now a thing. In order to cook food, use your computer, or run your Water Distributor you will need to properly power the structure that contains this equipment.
[h2Power Distributor Now Saves Connections[/h2] Your set up of power is now persistent, and we also fixed a few other edge cases we found with working on this system. Oh, and the Power Distributor can now hold 1000 units of power instead of 100.
Completing Missions Out Of Order
One of the trickiest things, and was most of the feedback coming out of the last Experimental Build, was the issue of having to complete a mission twice if done out of order. For instance, if a player fixed all the Solar Panels, then later received the “Fix Solar Panel” mission, it would stop progression since there are no more Solar Panels to be fixed! So we explored some options.
Ultimately, the best way to solve this is proper mission structure that coincides with crafting progression - you simply can’t repair that object until the time comes. This worked for some cases, but we couldn’t cleanly do this for all.
So in addition to tackling this from the design side we also set up intelligent action sniffing - a way to determine if you’ve already accomplished something prior to being tasked to do it through a mission. This was a lot of work, but we thought it was worth it, and the end result creates a smooth, uninterrupted experience.
Known Issues and To Do’s
From here on out, we’ll be listing what is left to do and what we know still needs to be addressed. This will hopefully minimize the feedback loop and let you know what is coming and what may need fixing:
Underground loot boxes currently do not save. DO NOT PUT ANYTHING IN THESE CRATES, as you will lose that data. We’ll be adding a way to make these crates persistent in the next round.
Creature AI and animation
Weapon polish
Final text throughout and localization
Change List
Added - Power System Saving Added - Complete Mission Set for Story Mode Added - Over 20 voice logs Added - Dawkins/Fox Banter Added - Comms Link Puzzle Added - Mission Support to advance missions completed out of order Added - End Game Cinematic and credits Added - Airlock intelligence Added - Pressure System to Structures Added - Underground Design Pass Added - Coupler collision system based on pressure Added - improved Airlock UI, sound and FX Added - “Off” versions of all structures, utilities and furniture Added - Improved interaction with all Furniture Added - Art pass to Chemistry Station Added - Art pass to Computer Desk Added - Improved UI for Computer Decrypting Added - Event for decrypting a disk Added - Right click menu for Voice Logs Added - Improved Sound and Interactions for Space Station crafting Added - Furniture items now light up when powered Added - Repair Design pass
Changed - Improved Spacewalk movement Changed - improved audio setting while in space Changed - Improved lighting while in space Changed - Set less player voice sounds in Space Changed - Station name for “Osiris” to “New Dawn” in opening cinematic Changed - Story beats in opening cinematic to correspond to final story
Fixed - Spaceship take off and exit sounds Fixed - Mecha Crab textures Fixed - Labs and other Structures are now easier to build Fixed - You are now able to leave the Space Station Cockpit Fixed - IK when leaving cockpits in space Fixed - Weapon holding when leaving a cockpit in space
This build is a special one for me. I feel it successfully incorporates so many of the numerous features we’ve built over the years and uses them in a way that drives a narrative in an open world genre.
Moving on, we’ll be putting this build on the Main Branch after some dust settles. Then, we’re onto our final build for Early Access release. This final push will be focused on creatures, weapons, and any other touch needed prior to release.