Mar 15, 2018
ASTRONEER - staymighty


Steam 'Early Access' users will receive this update today, Thursday March 15th, 2018.

This update is another foundational change, with an overhaul to rover visuals and functionality! Now Astroneers can operate new rovers with updated visuals, storage and suspension, as well as the ability to create mobile bases by unpacking base modules on the rover chassis. Also included in this update are splitters, a tool to direct power flow, and a plethora of new base platforms so players can create even more custom base configurations.

----------UPDATES---------
You can find these updates in 0.6.5.0, the current build of the game.

VEHICLES



The Medium Rover and Large Rover have received a visual update. This includes new front and back slots which provide extra storage. These slots will only be active if the power line below them is unconnected. Once the power line is connected to another Rover or Platform base, the slots will fold down and drop any items attached to them. Old rovers should transfer over seamlessly.

The visual representation for Rover batteries has been changed. But their discharge and capacity is unchanged.

Rovers have received an update to their suspension. Handling should be much better. Also, gravity on vehicle chassis has been adjusted so Mobile bases should be more stable.

The power connection between Rovers and Platforms has been changed to directional. Now, you can very easily tell if your rover is consuming or providing power from your base. You can use this directional line to prevent the rover from mistaken power draw or discharge.

Research unlock costs relating to Vehicles have been reduced.This change has been made to encourage acquiring Rovers earlier in progression. Specifically:
  • The Vehicle Bay cost has been reduced from 1000 Bytes to 250 Bytes
  • The Medium Rover cost has been reduced from 2400 Bytes to 2000 Bytes
  • The Large Rover cost has been reduced from 8000 Bytes to 6000 Bytes
  • The Open 1-Seat cost has been reduced from 600 Bytes to 300 Bytes

POWER

A three port Splitter object has been added to the game.

The Splitter takes in a power line and creates up to two adjustable directed streams. It is available in the Catalog for 1000 Bytes and prints from the Small Fabricator for 1 Copper.

Directional power visualization has been updated for clarity. The previous version was just placeholder art. The marching chevrons should now be much more readable at a glance.

Power Cells behavior has been changed. They now act as an on demand, single use battery which will only discharge when power is needed by the item they are attached to. Oh, they also no longer provide infinite power.

BASEBUILDING

Modules can now be unpacked on top of Rover bases enabling a kind of Mobile base.


You will still need immense amounts of power to operate a base on wheels, but this should allow for our nomadic players to continue base operations on the go. Also, be aware that once unpacked, base modules on rovers are linked forever. <3

Added new Platform and Storage variants to the game! (KNOWN ISSUE: OLD FABRICATORS WILL NOT UPDATE TO INCLUDE THE NEW PLATFORMS. UNTIL WE ISSUE A FIX, PRINT A NEW FABRICATOR TO SEE THE ENTIRE LIST OF PRINTABLE PLATFORMS.)

  • Medium Platform B - More compact version of the Medium Platform, costs 250 Bytes to research and 1 Resin to print.
  • Large Platform B - More compact version of the Large Platform, costs 500 Bytes to research and 2 Resin to print.
  • Large Platform C - Winged version of the Large Platform which swaps the Tier 2 side slots for 20 Tier 1 slots, costs 2000 Bytes to unlock and 2 Aluminum to print.
  • Large Platform D - Two-tiered platform with 10 Tier 2 storage slots, costs 2000 Bytes to unlock and 2 Aluminum to print.
  • Extra Large Platform - An octagonal platform with a single Tier 4 slot, and eight cable sockets, costs 3000 Bytes to unlock and 2 Aluminum to print.
  • Extra Large Storage - A domed Tier 4 storage platform that prints on top of a Large Rover, or an XL Platform. It contains 31 Tier 1 storage slots, costs 3000 Bytes to unlock, and 2 Compound and 2 Aluminum to print.
The Vehicle Bay can now be operated by a Control Panel.

Module Control Panels have received a lighting pass

INTERACTION
A large number of the orange floating UI buttons have been removed from the game and replaced with interaction verbs. Your bases should look a bit less like a Las Vegas light show.

The default Use verb has been replaced with contextual interaction verbs. For instance the Work Light now uses the verbs “Turn On” and “Turn Off,” while Drop Pods, Habitats, and Seats now use “Enter” and “Exit.”

AUDIO UPDATES
  • Update Smelter Audio, better end loops. Less Abrupt.
  • Added variations for Base Building.
  • Hazard Plant SFX
OTHER UPDATES
Items in the Catalog have been slightly reorganized.


---------BUG FIXES---------
  • [AS-1831] - Fixed a longstanding bug where Tether lines did not go dark in Multiplayer games when disconnected from an Oxygen source.
  • [AS-2237] - Fixed a bug where the Astroneer’s headlamp would turn off while dying inside a Drop Pod
  • [AS-2545] - Fixed an issue with cables twisting in strange ways in relation to the planet center.
  • [AS-2546] - Fixed an issue with power sockets on platforms twisting cables in strange ways in relation to the planet center.
  • Due to the physics constraints of the world, vehicle chains have once again been limited to a maximum of 4 Rover bases.
  • [AS-2567] - Power Nuggets once again charge batteries. Cave spelunkers, rejoice!
  • [AS-2570] - Drop Pods should no longer launch into space when invoking the Use command.
  • [AS-2572] - Large Solar arrays can once again be moved by the Winch!
  • [AS-2574] - Mineral Extractor and Smelter should once again auto-pull from and auto-deposit into connected storage.
  • Fixed several recurring crashes on PC and Xbox One which should increase general stability.

We will be updating our roadmap a little later today. And don't forget, we are on sale for another 24 hours, so tell a friend! Thanks for reading and enjoy!

-jt
Mar 15, 2018
ASTRONEER - staymighty


Steam 'Early Access' users will receive this update today, Thursday March 15th, 2018.

This update is another foundational change, with an overhaul to rover visuals and functionality! Now Astroneers can operate new rovers with updated visuals, storage and suspension, as well as the ability to create mobile bases by unpacking base modules on the rover chassis. Also included in this update are splitters, a tool to direct power flow, and a plethora of new base platforms so players can create even more custom base configurations.

----------UPDATES---------
You can find these updates in 0.6.5.0, the current build of the game.

VEHICLES



The Medium Rover and Large Rover have received a visual update. This includes new front and back slots which provide extra storage. These slots will only be active if the power line below them is unconnected. Once the power line is connected to another Rover or Platform base, the slots will fold down and drop any items attached to them. Old rovers should transfer over seamlessly.

The visual representation for Rover batteries has been changed. But their discharge and capacity is unchanged.

Rovers have received an update to their suspension. Handling should be much better. Also, gravity on vehicle chassis has been adjusted so Mobile bases should be more stable.

The power connection between Rovers and Platforms has been changed to directional. Now, you can very easily tell if your rover is consuming or providing power from your base. You can use this directional line to prevent the rover from mistaken power draw or discharge.

Research unlock costs relating to Vehicles have been reduced.This change has been made to encourage acquiring Rovers earlier in progression. Specifically:
  • The Vehicle Bay cost has been reduced from 1000 Bytes to 250 Bytes
  • The Medium Rover cost has been reduced from 2400 Bytes to 2000 Bytes
  • The Large Rover cost has been reduced from 8000 Bytes to 6000 Bytes
  • The Open 1-Seat cost has been reduced from 600 Bytes to 300 Bytes

POWER

A three port Splitter object has been added to the game.

The Splitter takes in a power line and creates up to two adjustable directed streams. It is available in the Catalog for 1000 Bytes and prints from the Small Fabricator for 1 Copper.

Directional power visualization has been updated for clarity. The previous version was just placeholder art. The marching chevrons should now be much more readable at a glance.

Power Cells behavior has been changed. They now act as an on demand, single use battery which will only discharge when power is needed by the item they are attached to. Oh, they also no longer provide infinite power.

BASEBUILDING

Modules can now be unpacked on top of Rover bases enabling a kind of Mobile base.


You will still need immense amounts of power to operate a base on wheels, but this should allow for our nomadic players to continue base operations on the go. Also, be aware that once unpacked, base modules on rovers are linked forever. <3

Added new Platform and Storage variants to the game! (KNOWN ISSUE: OLD FABRICATORS WILL NOT UPDATE TO INCLUDE THE NEW PLATFORMS. UNTIL WE ISSUE A FIX, PRINT A NEW FABRICATOR TO SEE THE ENTIRE LIST OF PRINTABLE PLATFORMS.)

  • Medium Platform B - More compact version of the Medium Platform, costs 250 Bytes to research and 1 Resin to print.
  • Large Platform B - More compact version of the Large Platform, costs 500 Bytes to research and 2 Resin to print.
  • Large Platform C - Winged version of the Large Platform which swaps the Tier 2 side slots for 20 Tier 1 slots, costs 2000 Bytes to unlock and 2 Aluminum to print.
  • Large Platform D - Two-tiered platform with 10 Tier 2 storage slots, costs 2000 Bytes to unlock and 2 Aluminum to print.
  • Extra Large Platform - An octagonal platform with a single Tier 4 slot, and eight cable sockets, costs 3000 Bytes to unlock and 2 Aluminum to print.
  • Extra Large Storage - A domed Tier 4 storage platform that prints on top of a Large Rover, or an XL Platform. It contains 31 Tier 1 storage slots, costs 3000 Bytes to unlock, and 2 Compound and 2 Aluminum to print.
The Vehicle Bay can now be operated by a Control Panel.

Module Control Panels have received a lighting pass

INTERACTION
A large number of the orange floating UI buttons have been removed from the game and replaced with interaction verbs. Your bases should look a bit less like a Las Vegas light show.

The default Use verb has been replaced with contextual interaction verbs. For instance the Work Light now uses the verbs “Turn On” and “Turn Off,” while Drop Pods, Habitats, and Seats now use “Enter” and “Exit.”

AUDIO UPDATES
  • Update Smelter Audio, better end loops. Less Abrupt.
  • Added variations for Base Building.
  • Hazard Plant SFX
OTHER UPDATES
Items in the Catalog have been slightly reorganized.


---------BUG FIXES---------
  • [AS-1831] - Fixed a longstanding bug where Tether lines did not go dark in Multiplayer games when disconnected from an Oxygen source.
  • [AS-2237] - Fixed a bug where the Astroneer’s headlamp would turn off while dying inside a Drop Pod
  • [AS-2545] - Fixed an issue with cables twisting in strange ways in relation to the planet center.
  • [AS-2546] - Fixed an issue with power sockets on platforms twisting cables in strange ways in relation to the planet center.
  • Due to the physics constraints of the world, vehicle chains have once again been limited to a maximum of 4 Rover bases.
  • [AS-2567] - Power Nuggets once again charge batteries. Cave spelunkers, rejoice!
  • [AS-2570] - Drop Pods should no longer launch into space when invoking the Use command.
  • [AS-2572] - Large Solar arrays can once again be moved by the Winch!
  • [AS-2574] - Mineral Extractor and Smelter should once again auto-pull from and auto-deposit into connected storage.
  • Fixed several recurring crashes on PC and Xbox One which should increase general stability.

We will be updating our roadmap a little later today. And don't forget, we are on sale for another 24 hours, so tell a friend! Thanks for reading and enjoy!

-jt
ASTRONEER

Hot on the heels of its "biggest update to date", Astroneer is going cheap on Steam this week now through March 16. Its latest developer diary explores the latest iteration of splitters—heading to the sandbox adventure 'em up next week—and the power system skill ceiling.

First off, Astroneer's 20 percent discount sees it drop to £12.59/$15.99—a price developer System Era Softworks reckons will be the lowest this side of Early Access, and "possibly the last time" the game is on sale before version 1.0.  

"If you have been on the fence, there has been no better time to pick up the game," says this Steam Community update. "We just updated last month with our biggest update ever, and as mentioned in our stream, will be adding more items in an update [this] week."

As for splitters (due in this week's update) and power system skill ceilings, here's engineer Elijah O'Rear and designer Samantha Kalman with the skinny: 

System Era says tells current and prospective players to expect more information on all of that this week. More information can be found via Astroneer's Steam page.   

ASTRONEER - Valve
Today's Deal: Save 20% on ASTRONEER!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends March 16th at 10AM Pacific Time
ASTRONEER - staymighty

Hello Astroneers! This week has been rather busy, so I wanted to take a moment to consolidate all of the exciting news!

SALE!
Thats right, we are on sale, offering 20% off of Astroneer for a limited time. This is most likely the lowest price Astroneer will go during Early Access, and possibly the last time we go on sale before 1.0. If you have been on the fence, there has been no better time to pick up the game. We just updated last month with our biggest update ever, and as mentioned in our stream, will be adding more items in an update next week!

NEW STUFF & UPDATE NEXT WEEK!
If you missed our Steam stream today, we revealed that we are going to update the game again next week. We will have an official date soon, but in our vlog we showed off some of the new items you can expect to see, including a new power management tool and new rovers! Click below to watch the full vlog on Youtube.

https://youtu.be/sIMXrYqS2HM



Stay tuned to our social media channels this weekend and early next week for more info on the full list of fixes, features, and items that we will be adding in our next update.

Twitter
Facebook
Discord
Forums

Talk soon!

-joe
ASTRONEER - staymighty

Hello Astroneers! This week has been rather busy, so I wanted to take a moment to consolidate all of the exciting news!

SALE!
Thats right, we are on sale, offering 20% off of Astroneer for a limited time. This is most likely the lowest price Astroneer will go during Early Access, and possibly the last time we go on sale before 1.0. If you have been on the fence, there has been no better time to pick up the game. We just updated last month with our biggest update ever, and as mentioned in our stream, will be adding more items in an update next week!

NEW STUFF & UPDATE NEXT WEEK!
If you missed our Steam stream today, we revealed that we are going to update the game again next week. We will have an official date soon, but in our vlog we showed off some of the new items you can expect to see, including a new power management tool and new rovers! Click below to watch the full vlog on Youtube.

https://youtu.be/sIMXrYqS2HM



Stay tuned to our social media channels this weekend and early next week for more info on the full list of fixes, features, and items that we will be adding in our next update.

Twitter
Facebook
Discord
Forums

Talk soon!

-joe
Feb 28, 2018
ASTRONEER - staymighty


Steam 'Early Access' users will receive this update today, Wednesday February 28th, 2018.

This patch addresses some issues introduced during the Basebuilding Update, as well as a quality of life addition fix for Large Storage!

UPDATES

You can find these updates in 0.6.2.0, the current build of the game. We issued hotfix 0.6.1 to Steam last week to address some of these issues, but are squeezing in a bit more, as well as issuing all of the fixes for Xbox Play Anywhere!

Large Storage on a Rover or on a Large Platform will now pass-through power! We are extremely excited that players are finding all new ways to plug different base and vehicle modules together, and realized we needed to add some functionality to large storage to account for that. Now generators, wind vanes, and solar panels connected to Large Storage will pass power through to the platform or vehicle they are printed on. Additionally, we are working on new platforms, storage units and more to keep expanding on the variety of configurations for bases. Details soon.

BUG FIXES
  • Fixed missing sounds that were not loading for fireworks and other items
  • Fixed an interaction but that resulted in players being unable to use the terrain tool after sitting in a 3-seat on a Shuttle or Large Rover
  • Fixed a bug where users were able to unpack base modules that were not on a Large Platform.
  • Fixed a bug where a battery that was plugged into a power pool would constantly tell the player it was full
  • Fixed a bug where running platforms that got disconnected would then gain infinite power
  • Fixed a bug that would result in "wireless power" for disconnected platforms
  • Fixed a bug that caused a full sediment processor to turn into Barad-dûr, resulting in the Eye of Sauron's gaze to follow your every move in your solar system.
CRASH FIXES
  • Fixed and added guards against crashes resulting from the array of connections while regenerating and merging Tether networks
  • Fixed and added guards against crashes resulting from the unpack animation failing to play
KNOWN ISSUES

We are aware of the following issues, but they didn't make this patch. Thanks to the users who have reported these, we will address them in our next content update, coming in March.
  • Corpses in the habitat from disconnected players trap players in the Habitat. Until we a get a fix in, make sure players do not disconnect while sitting in the Habitat! You can almost always jump your way out, or examine the corpse to start the despawn timer.
  • Rovers sometimes become stuck in terrain on save/load.
  • Power nuggets no longer charge batteries. They do however, still power rovers and other battery based items one their batteries have been depleted.
  • Clients in multiplayer sometimes cannot see holograms on modules or in the Catalog.
  • Invoking the use action on a printable Habitat sometimes causes the player to simultaneously grab it, causing them to rocket into space.
  • The burn-off particle effect shoots across the entire screen.
  • Large platforms are intended to create oxygen in this build. We plan on changing this behavior in an upcoming update.
  • Extractors no longer autofeed from connected storage
  • Solar Array crashes are no longer moveable via the winch.
Thanks to everyone for the feedback regarding the Basebuilding Update! Looking forward to sharing details very soon about content in our update in a few weeks.

-jt
Feb 28, 2018
ASTRONEER - staymighty


Steam 'Early Access' users will receive this update today, Wednesday February 28th, 2018.

This patch addresses some issues introduced during the Basebuilding Update, as well as a quality of life addition fix for Large Storage!

UPDATES

You can find these updates in 0.6.2.0, the current build of the game. We issued hotfix 0.6.1 to Steam last week to address some of these issues, but are squeezing in a bit more, as well as issuing all of the fixes for Xbox Play Anywhere!

Large Storage on a Rover or on a Large Platform will now pass-through power! We are extremely excited that players are finding all new ways to plug different base and vehicle modules together, and realized we needed to add some functionality to large storage to account for that. Now generators, wind vanes, and solar panels connected to Large Storage will pass power through to the platform or vehicle they are printed on. Additionally, we are working on new platforms, storage units and more to keep expanding on the variety of configurations for bases. Details soon.

BUG FIXES
  • Fixed missing sounds that were not loading for fireworks and other items
  • Fixed an interaction but that resulted in players being unable to use the terrain tool after sitting in a 3-seat on a Shuttle or Large Rover
  • Fixed a bug where users were able to unpack base modules that were not on a Large Platform.
  • Fixed a bug where a battery that was plugged into a power pool would constantly tell the player it was full
  • Fixed a bug where running platforms that got disconnected would then gain infinite power
  • Fixed a bug that would result in "wireless power" for disconnected platforms
  • Fixed a bug that caused a full sediment processor to turn into Barad-dûr, resulting in the Eye of Sauron's gaze to follow your every move in your solar system.
CRASH FIXES
  • Fixed and added guards against crashes resulting from the array of connections while regenerating and merging Tether networks
  • Fixed and added guards against crashes resulting from the unpack animation failing to play
KNOWN ISSUES

We are aware of the following issues, but they didn't make this patch. Thanks to the users who have reported these, we will address them in our next content update, coming in March.
  • Corpses in the habitat from disconnected players trap players in the Habitat. Until we a get a fix in, make sure players do not disconnect while sitting in the Habitat! You can almost always jump your way out, or examine the corpse to start the despawn timer.
  • Rovers sometimes become stuck in terrain on save/load.
  • Power nuggets no longer charge batteries. They do however, still power rovers and other battery based items one their batteries have been depleted.
  • Clients in multiplayer sometimes cannot see holograms on modules or in the Catalog.
  • Invoking the use action on a printable Habitat sometimes causes the player to simultaneously grab it, causing them to rocket into space.
  • The burn-off particle effect shoots across the entire screen.
  • Large platforms are intended to create oxygen in this build. We plan on changing this behavior in an upcoming update.
  • Extractors no longer autofeed from connected storage
  • Solar Array crashes are no longer moveable via the winch.
Thanks to everyone for the feedback regarding the Basebuilding Update! Looking forward to sharing details very soon about content in our update in a few weeks.

-jt
ASTRONEER

Astroneer got a big, free update today—its "biggest update to date," developer System Era Softworks reckons—that makes significant additions to its base building and power systems.

New base platforms are the high point of the update. These "freestanding, movable" platforms can be placed and rotated individually and then connected to power sources. New fabricators—think little portable printers—were also added. You can use a small fabricator to print medium platforms straight from your backpack, or print a medium fabricator and plop it down if you need larger objects. 

Base modules and platforms are also now modular. When you print them, they'll start as prepackaged crates, which you can easily place wherever you'd like before deploying them. System Era says existing bases will automatically be updated to fit these new systems, but advises that you "use old saves at your own risk." 

Further fleshing out these base changes are yet more additions to power grids, following up on last December's big power and research update. The gist is that you can now create shared power pools by joining generators together, and use new extenders to better allocate that power. 

The official patch notes are a laundry list of details, bug fixes and smaller changes, if you want to read them for yourself. 

System Era also outlined its development roadmap in the update. With research and base building in-progress, the studio hopes to release weather and terrain improvements, as well as dedicated servers, in early 2018.

Feb 22, 2018
ASTRONEER - staymighty


Steam 'Early Access' users will receive this update today, Thursday February 22nd, 2018.

The Basebuilding update is Astroneer's biggest update to date. Whether underground, on a mountaintop, or on far away planets, the all new Basebuilding and Power systems will allow you to create efficient bases that are all your own. This update includes 20+ new art pieces, which includes new platforms, modules, items to print, and much more. With that being said, this update is only the beginning for Basebuilding as a system. We have already begun development on more features and content to continue growing the already robust foundation. Check out the basebuilding trailer below!

https://youtu.be/GCA80QgMTNU
UPDATES
You will find these updates in 0.6.0.0, the current build of the game.

Introduction of the Basebuilding System

Creating bases has changed fundamentally at its core. Now Astroneers can create bases however they like with a variety of new movable platforms and new ways to connect those platforms together.

We have introduced free standing movable base platforms. Three all new Platforms have been added. Two versions of the Medium Platform, and a platform for base modules, the Large Platform. These objects can now be placed and rotated individually, allowing for greater flexibility in base configurations. Lock platforms into place by connecting them to power. If you want to move them again, just disconnect all power lines.

Introducing: Fabricators. Fabricators are portable printers that allow you to make bases. Pop up the new control panel, pick what you want to fabricate, and in the end you will have a crate you can unpack immediately or bring with you anywhere you go. The Small Fabricator allows you to bootstrap an entire base from your Backpack and is used to print Medium Platforms and Medium Fabricators. The Medium Fabricator is for printing Large Platforms and Base Modules. Medium Printers and Vehicle Bays remain unchanged for now.

The starting Habitat module has received a visual update. Complete with a built in Oxygenator, Power Generation System, nighttime running lights, and 4 power connectors, the new Habitat is top of the line Exo Dynamics technology.

All printed base Modules and Platforms now come in the form of packaged crates. This allows them them to be moved or stored before deploying. Hovering over a crate on the ground or a Module on a Platform will show a hologram preview of its orientation. Base module crates can only be unpacked while on top of a platform, so keep that in mind when planning your base.


Added a new Landing Pad which automatically deploys next to a new Habitat. The Landing Pad is used to call in your first packaged items, and as zone for other players who join your session to land. Be aware that calling in new packages to the landing pad will destroy the extant ones. We plan on adding more functionality to the landing pad in the future. For now, shuttles will still land in the area in front of a vehicle bay.

Bases created in previous builds will automatically migrate to the new Basebuilding system. When loading into an old save, Platforms and Modules will be converted to their movable, packaged form. We tried to support old saves as best we could so there was no loss of items, but terrain might not always generate properly. As always though, use old saves at your own risk.

All holograms have received a visual update. They should now be much more readable at all times of day.

The introductory landing sequence has been updated. We will continue to improve on the introductory sequence in future updates.

Implemented an all new Power System


Changed the Power System over to a system that uses streaming shared power pools. That means items that need power pull from available power generators on a connected network. All Modules, Rovers, and crashed solar arrays have been migrated to use this new power system. To see how a network is doing, check out the new power indicators on platforms.

Cable and Cable Connector Art has been updated. Cables and their Connectors are now indicators for how much power is running through a network. When the indicator is red, the network needs power and all Modules connected to it will not run at optimal efficiency. As you add more power, the indicator will begin to expand, and connected Modules will run faster.


Added a new directional power tool, Extenders. Extenders are printable in bundles of six from your backpack. Extenders provide directed power flow, which redirects excess power from one pool to another. Drag a cable from the extender to indicate the direction of power and where you would like it to flow. Power flow is indicated by the large chevron on the cable.

Added small standalone platforms for small power items. When placed on the ground, Small Solar Panels, Small Generators, Small Wind Vanes. and Worklights will now deploy standalone bases with two Power Connectors on them. Use these to add power to your network, power bespoke standalone platforms, or as extenders that also add power. Small worklight bases also contain spikes can now stick to any terrain surface regardless of orientation.

Interaction Updates

A new interaction verb “Use” has been added to the game. Holding Use (by default E on keyboard and X on the Gamepad) triggers using an object. It is also used to get in and out of vehicles and the Habitat.

A new interaction verb “Examine” has been added to the game. Holding Examine (by default Q on keyboard and Y on the Gamepad) triggers examining an object or its control panel.

Holding Q on keyboard or Y on Gamepad will now open the Catalog whether or not the Backpack is open. This is a change from the double-Q / double-Y interaction from previous releases.

  • Shoulder buttons can now toggle items in the Backpack Auxiliary slots on and off.
  • Interactions that need to be held rather than tapped, like Use and Examine, now have a visual indicator ring around them.
  • Platforms and Modules can be rotated using Z / X keyboard and RB / LB on Gamepad by default.
  • When standing close enough to power slots, Gamepad users will auto-select slots that can pull connections.
  • The Backpack printer can now be used with the directional pad and A button, rather than having to use the Gamepad cursor.

Other Updates
  • Small Generators now auto-pull nearby Organic resources when actively generating power.
  • Small Generators will now automatically turn on when an Organic resource is added.
  • Firework rocket has been added to the Catalog as an unlockable object. Happy Lunar New Year!
  • Control Panel buttons, including the Research Platform, have been updated to change color and icon depending on whether pressing it will start, stop, or cancel a process, or if there is insufficient power.
  • Tutorial help menu carousel has been updated to include Basebuilding, Power, and Interaction changes.
  • Informational widgets that appear at the bottom of the screen have received updated visuals.
  • Optimized rendering of hovering info text that appears over holograms, along with other minor framerate optimizations.
  • Made several changes to the gravity system to improve stability of Rovers.
  • Medium Generators now provide about 30% more power

If you want to see the other stuff that happened this month that didn't make it, check out our vlogs for weekly insight to what the team is doing.
https://www.youtube.com/watch?v=8P1IZkCB0zo&t=25s

BUG FIXES

  • Fixed several issues causing Rovers to float when outside of physics range. There should now be fewer instances of Rovers going on a beautiful journey into space.
  • Unified the simulation of the vehicle chain. This should mean many less vehicle physics freakouts going forward.
  • Fixed an Xbox One crash that sometimes occurred when players were transitioning into Multiplayer games, improving overall stability.
  • Fixed a PC crash that sometimes occurred when players were transitioning into Multiplayer games, improving overall stability.
  • Fixed a minor issue where large rocks would not despawn when dislodged, causing untidy bases.
  • Fixed an occasional bug where the mouselook camera would do a single wild 360 degree swing.
  • Fixed an issue where players were sometimes able to pick up things inappropriately while seated.

ROADMAP HIGHLIGHT

The following major features are continuing during development, but are not included in this release. Now that we are in Alpha, you can expect to see all of these items implemented during the first half of 2018. Click here to see the full roadmap.

Dedicated Servers - (Q2 2018)
We now have our final plan for implementation and player workflow when it comes to dedicated servers and have begun implementation. The rollout plan is to have servers provided through a 3rd party during Early Access for stress testing, and then DIY hosted servers at a later date.

Basebuilding - Implemented & In Progress
Its finally out! As mentioned above, we still have plenty more we want to add to this system. We would love your feedback once you get your hands on it.

Research 2.1* - Implemented & In Progress
The next steps include working on items that instantly grant you research points, and unlockable blueprints that can only be found out in the world and never be unlocked via the catalog. Expect this to keep getting more content for our next few updates.

Weather and Hazards - (Q2 2018)
As a part of Terrain 2.0 we will also be introducing an entirely new weather and hazard system to challenge players. First on the list is fixing the wind system so it is more predictable and players can rely on it as a source of power generation.

Terrain 2.0 - (Q2 2018)
Not much has changed here. The terrain system is now stood up, and final tools are being implemented to account for item placement in the world. Adam has begun generation of terrain and exploration of new planets and biomes.

Thanks for reading all of this! Really excited to get these sweeping changes into the hands of players.

-joe
...