Osiris: New Dawn - brian
This Main Branch built from the past five Experimental builds adds a never-before-scene-surprise...the Security Unit!

This is a very significant update for Osiris: New Dawn as it graduates the new Cloud Data System, Seamless Space Travel, the new moon of Lutari, the new creature Moon Mantis, restored and improved moon of Aziel, Herd Behaviors, improved Droid AI and Pathfiinding, while adding hundreds of improvements, fixes, and polish.

Rise of the Machines

This is the first version of the new Droid AI systems, and although they're a little rough around the edges we decided to share them with you now.

Security Unit


These armored bots will follow you into any combat scenario. Sentry Units feature a highly powerful blaster and can travel in squads.

Mining Assistant


Why mine when a Mining Assistant can do the dirty work for you? These handy bots will seek out minerals and continually mine. Simply access each one to grab what they have harvested.

The O.M.P.A. has also been upgraded with the latest AI system, putting it's specialty into repairing and base maintenance. If you have a large base, you'll want to have a few OMPAs around to keep everything in tip top condition.



In case you missed last week's Experimental Build, we added:

Lutari


The second moon of Theseus Prime is Lutari. Lutari is positioned very close to the Theseus Prime ring system, giving a beautiful look at the “hot Jupiter’s” rings. Similar in appearance to our own moon, this world features reduced gravity, strange “Moonshrooms” and is rich in rare minerals.





Moon Mantis


The first discovered Lutarian is the Moon Mantis, which appears to be some sort of predator that roams the surface.

The Moon Mantis takes advantage of our new IK Creature Animation system which allows math driven IK for traversal and feet planting while using expressive key framed animations in the attack sequences. We’ve had a lot of players ask for this, which has also been on our roadmap, and now it’s here. Other creatures will be receiving this animation treatment as we go.

Moonshroom


Not completely desolate, there seems to be a strange iridescent shrub called a Moonshroom on the moon’s surface.

Lots of fixes and improvements
In addition to graduating everything from the past 5 weeks into this update, we managed to knock out lots of fixes and polish from issues found by the community and our testers.

As always, be sure to check out our official Roadmap: Osiris: New Dawn - Roadmap

Whew! We're super proud of this Main Branch build! With this build we will be updating the Roadmap as we move closer to and closer to full release.

Over and out,
Brian
Osiris: New Dawn - brian
*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 upgrade to the primary branch monthly.




After gathering reports from the community across our channels and went ahead and fielded these items:

  • Added - Habitat and Beacon now appear both on the compass and have icons on the map
  • Fixed - bug that would prevent multiplayer servers from loading
  • Fixed - pink materials on Custom Ramps and Skylights
  • Fixed - bug causing the Crashsite enemy wave to spawn twice
  • Fixed - bug causing the player to lose Science points when logging in and out
  • Fixed - Legacy migration is now only ran once, instead of in the instance of not finding current data, allowing deleting all characters manually and not having them reappear
  • Fixed - bug that would cause players to get sent straight to the class selection screen even if they have already created a character
  • Changed - Patch Tape now costs 1 Cloth Bundle and 2 Berries and can be crafted in the Player's inventory, Printer, Fabricator, and Advanced Fabricator
  • Changed - Higher level new creatures no longer cost 0 difficulty, so should no longer spawn in greater numbers, or sooner in progression than intended
  • Changed - fast tracked a few economy rebalance changes to improve current playability
  • Changed - Cloth Bundle now is crafted with plant life found on Proteus, and is craftable in the Player's inventory, Printer, Fabricator, and Advanced Fabricator
  • Changed - Upped the data storage size for player XP to prevent any overflow issues
  • Changed - in-game description on Cloth Bundle
  • Changed - Crashsite spawn wave is now clamped to a maximum of 2 weak creatures

We thought it would be better to get these fixes and changes in your hands now as opposed to later in the week. In the meantime, we're heads down on this week's update.

Over and out,
Brian
Osiris: New Dawn - brian
*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 upgrade to the primary branch monthly.



While half our team focused this week on data stability and multiplayer, the other half worked on adding a new moon, creature, and lots of polish and bug fixes. We also added dedicated quality assurance testers to our team, which has allowed us to really stress test the game and has already proven to be worth the cost ten times over.

Lutari


The second moon of Theseus Prime is Lutari. Lutari is positioned very close to the Theseus Prime ring system, giving a beautiful look at the “hot Jupiter’s” rings. Similar in appearance to our own moon, this world features reduced gravity, strange “Moonshrooms” and is rich in rare minerals.






Infinity Terrain


We also added back in our “infinity terrain” system and improved it greatly. Added first to Lutari, the infinity terrain will generate in all directions at huge distances, completely removing any end of the world. We optimized the system from previous versions and improved the visuals to allow for parallax mapping and detailed shader system, the same shader system on the primary terrain area, which gives a nice cohesive look.

All the other locations will be getting the Infinity Terrain in future releases.


Moon Mantis


The first discovered Lutarian is the Moon Mantis, which appears to be some sort of predator that roams the surface.

The Moon Mantis takes advantage of our new IK Creature Animation system which allows math driven IK for traversal and feet planting while using expressive key framed animations in the attack sequences. We’ve had a lot of players ask for this, which has also been on our roadmap, and now it’s here. Other creatures will be receiving this animation treatment as we go.

Moonshroom


Not completely desolate, there seems to be a strange iridescent shrub called a Moonshroom on the moon’s surface.

Changes to Slipping
The controversial and much debated foot sliding mechanic has been tweaked in this version. When attempting to jump at the highest peak incline the slip now has a very small chance of causing a suit breach. The sliding duration has been drastically reduced to allow for quicker interaction after sliding.

User Interface Transitions
Something we’ve always wanted to add in and finally had a chance. We started with some nifty zoom transitions when going from menu to menu.

Lots of fixes and improvements
Huge focus on furthering the data stability since our change to the cloud file system. Countless bugs were fixed this week around these features. We also fixed party member ownership, building, and other control issues.

Change List
Here's list of what we hit this week, we kind of went a little crazy:
  • Added - New multiplayer buffer system
  • Added - mode title to Main Menu
  • Added - Quick Level Test spawn points to World
  • Added - configured Lutari LevelDesign scene with CreatureZones
  • Added - Lutari to Proteus2 LowOrbit
  • Added - AStar and configured loading settings for Lutari | Added GraphCache file
  • Added - Lutari WorldArt lighting pass
  • Added - Lutari sections file
  • Added - Highlighter to crab and rock pickups
  • Added - Creature enum for pick ups
  • Added - color coding for Cover during storms
  • Added - Set atmosphere, stars, planet and weather settings for Lutari.
  • Added - thin atmosphere to lower audio levels
  • Added - Configured Lutari plants for collection
  • Added - logic to request the master client save every 30 seconds while a player is attempting to join, to account for any unexpected loss in photon calls
  • Added - null check to weathermanager's photonview setting in awake
  • Added - Moonshroom item, configured to work with lutari plant prefabs
  • Adding - Transition system
  • Added - transitions to in game menus
  • Added - Crystal shader
  • Added - Lutari mineral variants
  • Added - lots of minerals to Lutari
  • Added - planets reference to Lutari_Persistent
  • Added - PlanetTrigger to Lutari planet in Proteus2_Persistent
  • Added - failsafe to not run the dynamic wave spawner if no enemies are specified
  • Added - finished automated backup, syncing of backup, and loading of backup-ed file in the instance of corrupted file either overall or in the instance of erroneously erased data
  • Added - Infinity Terrain to Lutari
  • Added - RTP to InInfinity Terrain
  • Added - More polish on Lutari materials, terrain, and rock materials
  • Added - Spaceship will now wait for the world save to finish before it spins up it's interplanetary drive to full speed
  • Fixed - Parasyte body will no longer fall beneath the world and be inaccessible
  • Fixed - item pickup collision settings that caused them to fall through the floor very frequently when dropped
  • Fixed - shadow distance options
  • Fixed - room names being inconsistent
  • Fixed - owned structures and vehicles not populating
  • Changed - Optimized Spaceship Landing Gear
  • Fixed - Player jumping over small bluffs in the terrain
  • Fixed - Bloom options
  • Fixed - Network instantiated player prefabs are now properly removed from the world when their owning player leaves
  • Fixed - issue causing the new buffer system to allow data desync in the buildable system due to save IDs getting desynced
  • Fixed - issue causing the new buffer system to save empty data entries into the persistence system, unnecessarily bloating the save files
  • Fixed - viewIDs not properly getting sent to remote clients for Droids
  • Fixed - Disabled despawning of Creatures temporarily as the system gets redesigned due to it causing severe FPS drops on clients due to creatures not being destroyed on every client
  • Fixed - issue preventing players from joining a master client that is inside of a vehicle
  • Fixed - Texture sizes for RTP
  • Fixed - corrupted file handling for non-data critical save files
  • Fixed - FileStreams remaining open due to mid-stream errors
  • Fixed - instances where autosave would attempt to run before the initial load has finished, causing corrupted/incomplete data
  • Fixed - Spaceship is now removed when a client leaves low orbit to enter space
  • Fixed - some errors ran into through testing multiplayer
  • Fixed - to Crab Pickup materials
  • Fixed - ghosting on selection circle sprites.
  • Fixed - jittery camera on Mech and MechCrab
  • Fixed - UI on Hovercraft and GAV
  • Fixed -Particle system on Hovercraft
  • Fixed - Player now properly spawns when remote client enters planet
  • Fixed - small instabilities and errors in multiplayer
  • Fixed -issue where save IDs were not properly counting the highest ID, causing building to be problematic
  • Fixed - general errors during loading
  • Fixed - persistent data duplication issue
  • Fixed - divide by zero error when starting fresh in a multiplayer universe
  • Fixed - some null refs in item pickup
  • Fixed - creature logic being ran on remote clients when unintended
  • Fixed - Crab Mech multiplayer sync issue
  • Fixed - 3rd person Camera Collision from jittering
  • Fixed - ownership discrepancies for party members
  • Fixed - bug causing remote clients destroy to not clean up the item locally
  • Fixed - issue with buildable object manager duplicating and not properly maintaining one single instance at any given time
  • Fixed - Player's location is now saved when they spawn so if they respawn they are not stuck inside the pod or at 0,0,0 world space
  • Fixed - 3rd Person camera for Mech
  • Fixed - Mech sounds
  • Fixed - hovercraft engine material
  • Fixed - Hovercraft exhaust materials
  • Fixed - all camera distances for all vehicles
  • Fixed - all headlights for all vehicles
  • Fixed - an issue where the BuildableObjectManager would keep references to the previous planet's buildables in memory and respawn them on a new planet
  • Fixed - infinite loop in saving on failure to save
  • Fixed - backup file sync path
  • Fixed - gravity when planet travelling to low gravity worlds
  • Fixed - bugs within BuildableObjectManager
  • Changed - Increased ambient and sky illumination at night
  • Changed - Spaceship exhaust materials less bright
  • Changed - Harvesting berries now provides science
  • Changed - Looting creature bodies now provides science
  • Changed - Harvesting broken droids now provides extra engineering XP
  • Changed - Set server debug text to be wider
  • Changed - Gave important scene PhotonVIews their own fixed IDs
  • Changed - Made lingering smoke on meteor darker to make it easier to find
  • Changed - Updated Crab mesh pick ups and other optimized meshes
  • Changed - Improved Pick Up HUD
  • Changed - Improved always up HUD
  • Changed - Adjusted atmosphere settings on Proteus 2
  • Changed - Adjusted LOD distances for some crab and skeliopod items
  • Changed - Increased resolution of displacement maps on Proteus 2 terrain
  • Changed - Set all Lutari textures to 2K
  • Changed - Set camera rendering to Forward to fix RTP black terrain issue.
  • Changed - Sped up bullets on GAV and MechaCrab
  • Changed - Crab Antenna Icon
  • Changed - Lowered timeout to 180 seconds from 360
  • Changed - Reworked shader for Diamonds
  • Changed - Disabled BuildableObjectManager's passive syncing, fixing duplication issue
  • Changed - Zeroed out Lutari for proper placement
  • Changed - Player breath is now off when in a vehicle
  • Changed - Switched out BuildableObjectManager's list handling with a dictionary so they can share the same persistent object IDs and not become desynced with async loading
  • Changed - Adjustments to incline sliding. Made sliding less time and only gives damage at a low chance percentage
  • Changed - Trimmed jump landing animation to make it quicker and more responsive
  • Removed - the need for Draw Distance limits
  • Removed - dummy missions from Mission Transmission

Be sure to check out our official Roadmap: Osiris: New Dawn - Roadmap

The next Main Branch update is right around the corner. In the meantime, we'll keep chipping away - lots more to do. Hope you enjoy the low gravity world of Lutari!

Over and out,
Brian
Osiris: New Dawn - brian
*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 upgrade to the primary branch monthly.



Besides adding some quality of life systems, we took the week to clean and solidify all the features we've added over the past few weeks.

  • Server Logs
This week we added a feature we call "Scribe", which is a server log to view what has happened on the server while you were away.



  • Feedback Tool
This in game Feedback system was a huge hit in our Beta Branches, so we added it to this branch. This will allow you to send us your feedback while in the game, quickly and easily. Plus, we find the screenshot feature is extremely helpful.



You can view this feedback on the Osiris: New Dawn website here:

Osiris: New Dawn - Feedback



  • Aziel Updates
Filling out Aziel was a snap with our new nature tools we developed last year, allowing us to add hundreds if not thousands of minerals across the surface of the 7K map. We plan on exploring this technology further, allowing seeds to create interesting variations in placements.



  • Change List
Most of the fixes this week went towards solidifying the Cloud Save System. Here's list of what we hit this week:

    Added - Scribe Log System and accompanying UIAdded - Feedback Tool and accompanying UIAdded - rich mineral nodes and ruins across all of AzielAdded - snow variants of mineralsAdded - visual versions of all the specific resourcesFixed - numerous Cloud Save System bug fixes and polishFixed - Spaceship no longer is lost when disconnecting or crashing during transit between planetsFixed - HAB window not counting as coverFixed - Creatures no longer damage the player through wallsFixed - Printer and Chem Station textures have been upresedFixed - instances where interact HUD would cutoff some descriptions and build costsFixed - collision in a wall in the Gamma MineChanged - View ID max up to 10000 per player


In case you haven't seen it, our Roadmap can be viewed here. Now with voting:

Osiris: New Dawn - Roadmap

We also updated the change list with all January changes:

Osiris: New Dawn - Change List


I also wanted to take a minute and say thanks for sticking with us. It took a while to find the right crew, and right now we have the perfect crew on board to properly get after this project. People make all the difference and I couldn't be more proud of our team, their excitement, dedication, and skill.

Over and out,
Brian
Osiris: New Dawn - brian
*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 upgrade to the primary branch monthly.




OK, got a lot in this week! We finished restoring Aziel, the seamless space travel, and added in the cloud file system which will take over from the old SQL database structure. We updated the Aziel "giraffe" creature to the new AI and gave it the Herd Behaviors which we migrated over from our Beta Branch tests. We also updated a number of "quality of life" changes, moved the worms to the dunes, toned down the chance of a dust storm, and a bunch of other small items.



  • Seamless Space Travel
This second version of space travel incorporates asynchronous loading, removing the need of having a loading screen in between planet travelling. This will allow you to travel seamlessly from Proteus 2 to Aziel, including being in Low Orbit and a new zone called Deep Space.

  • Cloud File System
Version 1 of our file cloud save system deprecates the old SQL system, which was prone to errors due to data parsing over server connections. This new system has numerous benefits, such as automatic back ups of your data, much faster saving and loading (especially in high density worlds with lots of objects), and has an automatic migration feature which will bring over all your data. We took extreme measures to make sure to handle your data with care, and though it was a lot of work, we think it was worth it.

Additionally, the cloud data allows for far more variants in our save game states, which will allow us to explore more ways to customize structures and vehicles, along with being able to add more interesting game play elements. This system essentially frees us up to explore more, while adding stability, redundancy, and speed.

  • Aziel
The first planet restore since the code rewrite is Aziel, and she's looking better than ever. A full 7K world, Aziel is the largest planet we've made for Osiris: New Dawn. Aziel also sports a fancy new lava illumination shader for the heated areas of the world.

A side note - the worlds will continually be worked on as we go. For instance, this version of Aziel is missing the Tundra around it, and this will get added as we continue.

  • Herd Behaviors
We previously showed what we can do with stealth gameplay using the hearing and vision senses of the updated AI. Taking the AI further is the Herd system, which just like nature has a leader with the others following in a flocking style movement. Disturb the herd and they will scatter, all while avoiding obstacles, pathfinding, and not taking any hit to the game's performance.

  • Lots of Minor Fixes
Worms and storms seem to be the most frequent pain points, so we adjusted those this week, along with fixing a handful of other items.

    Added - Seamless Space Travel to all gameplay systemsAdded - Cloud Save SystemAdded - Aziel PlanetAdded - Giraffe Idle and Gallop animations.Added - Giraffe rootmotion walk animation.Added - Attack, hit, and turn animations for GiraffeAdded - event system for going in and out of orbitAdded - support for planet rendering while in spaceAdded - Deep Space zoneAdded - reertry sounds.Added - reentry sound when planet travellingAdded - support to test local and multiplayer saving from Quick Level TestAdded - AI systems into restored Aziel scene.Added - mineral nodes to restored Aziel scene.Added - creature zones for Giraffe herds in restored Aziel scene.Added - and improved creature herding systems and associated behavior tasks.Added - Giraffe creature from beta branch and set up with new herding and fleeing Fixed - infinite worm spawns when a vehicle is lost to the worm in the Sand dunesFixed - interact system crash when interacting with an object without an interact targetFixed - Compass System for space travelFixed - Map System for space travelFixed - creature zones not properly detecting player.Fixed - local planet issue when space travelling.Changed - Sandworms no longer are triggered when the player is in a spaceshipChanged - minimizing starting health at 5 so the player does not die instantly at spawnChanged - adjustments to Structure build sounds behavior.Removed - interactable surface from hallway

With the cloud save system in we hope that data issues become a thing of the past. We're also very excited about the new level loading tech, and that adding planets in is becoming easier and easier. This was a huge week for us, but keep in mind, this is EXPERIMENTAL, meaning this material was not thoroughly tested and will get refined and tested before adding to the main branch.

Over and out,
Brian
Osiris: New Dawn - brian
*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 upgrade to the primary branch monthly.




While we're working on restoring Aziel, adding seamless space travel, and creating a much improved cloud saving system, we were able to hit a number of items from our bug reports to improve the overall experience. When we play the game we feel much still needs to be done to improve the core gameplay, and we're chipping away at it week over week.



  • Mecha Crab
We rewrote the creature driving system to be far less complex in code and more modular. In addition to having strafing, running, jumping and shooting from the Mecha Crab with improved physics and math driven IK, this system can possibly be used in other ways. We'll experiment more with how to use this new tech as we go.

  • Temperature
The temperature dial has been changed to reflect your suit temperature, which is calculated by a number of real time weather forces in the game. You'll notice now that your temperature gauge will change when entering an enclosed vehicle or structure, which will also affect the frost on screen, since these areas are considered "optimal temperature zones."

We hope with making the temperature suit-centric will be more clear, and give more piece of mind when entering a warm zone. Remember, all the temperature readings are in Celsius.

  • Hover and Stamina Adjustments
In the Survival Update we re-established a baseline for the survival gameplay. In the past, many of the features were over powered and took away from the survival mechanics, and therefore we rebalanced in the Survival Update. That said, when we make adjustments we typically go too far on purpose, then gradually ease up to find the sweet spot.

Hover and Stamina are both key features in the game and will probably be endlessly tweaked, and in this build we're trying this: Hover duration is doubled, Stamina usage rate halved with its restore rate doubled. This will allow you to sprint for longer periods of time while feeling more responsive. The hover now sports a replenish timer, since hover replenishing takes 5 seconds to fill.

  • Lots of Minor Fixes
We've been chatting on Discord and fielding your responses on the Houston email channel, and have been able to knock out a large number of issues reported. The worms have been removed from the interior of the map (for now), suit attachment rendering fixed, and lots of other small things, including a quick pass on UI audio.

    Added - support for oxygen replenish in enclosed vehiclesAdded - support for optimal suit temperature in enclosed vehiclesAdded support to be at optimal suit temperature in structuresAdded - support for Inflatable Dome to give OxygenAdded - timer to hover replenishAdded - more space for inventory UIAdded - reverb to System Computer and player voiceFixed - Mecha Crab movementFixed - first person weapon shadowsFixed - first person attachment renderingFixed - Depository to allow accessing from sideFixed - Inflatable Dome rampChanged - Made heartbeat sound ramp up intensityChanged - Reworked foot landing soundChanged - Halved all footstep soundsChanged - Updated all UI soundsChanged - Increased default hover duration by doubleChanged - Removed worms from inside continentChanged - Changed Temperature reading to show suit temperature, not outside temperatureChanged - hover replenish rate to doubleChanged - Stamina to replenish fasterChanged - Made Stamina more responsiveChanged - Improved sounds for building


Work In Progress

  • Save Game System
We're attacking the save game issues from all sides and are making this our top priority. Essentially, the legacy save system uses MySQL database calls. Because of the increased traffic these calls sometimes fail on the servers, which causes incomplete data. When we get the data back incomplete, the game doesn't quite know how to parse it. Rather than continually fixing this system, we're migrating to a new file cloud save system, which has backwards compatibility and redundancy, and will also allow for versions of your save data to be recovered if needed.

  • Aziel
The Aziel map has been restored and optimized and almost made it into this Experimental Build, but not quite. We've improved the lava rendering and snow FX, and Aziel is looking better than ever. We've been playing on Aziel all week and should be ready for the next release.

  • Space Travel
We're continuing to bring over features and content from the Beta Branches, and the Seamless Space Travel has been brought over and we've been space travelling internally all week. All that is left is to add the multiplayer component and the save game data when entering a new planet, which ties into the new Save Game System currently being worked on.


While we still have much to do to add, restore, and polish I'm happy to say development is coming along smoothly, mostly due to the code refactor and clean up that occurred leading up to the Survival Update. It seems we have a very solid base now, many of the performance problems of the past are behind us, and once we have the data system bulletproof we'll be able to really play offense week over week.

Over and out,
Brian
Osiris: New Dawn - brian
We had a pretty good week. Mech has been migrated and expanded from Beta. All vehicle cameras have been fixed. We added harvestable ruins to the map, along with making the lost drones harvestable. And lots of other small fixes and improvements.

Also, a lot of people were saying the Experimental Branch was more playable than the Main Branch, so we're updating both builds this week with the latest stuff.

  • Mech
The original launch version used a Mech system that was driven completely by math. While it allowed for nice foot placement we found that it just didn't have the right look and feel. Through the Experience builds we tried a fully animated system and while that did allow for some further functionality like running and jumping, it still didn't feel quite right.

Our ultimate solution is the combination of math driven IK on top of the animated control system, which gives the Mech a very detailed feel and allows for full control. We even added look-at constraints to the guns, so that the arms now aim at their targets - something that was asked for in the Beta Builds.

  • Vehicle Cameras
This was an easy one, but caught up to us after the engine update. As many of you know the radar map system has been changed to a 2D system, which allows more functionality and is far more optimal (and we've taken enormous strides to be performant). It turns out the vehicles still used the old camera layered radar which in the modern engine sometimes causes the terrain shader to wig out. So we fixed that.

  • Ruins and Lost Drones
We sprinkled some drones from the original settlement before the Osiris Missions began (more on story later...) in a past update. Now they are harvestable, which will give you more resources to survive on.

While we were at it we added lost bases to discover and harvest. Not a story element yet, but more something to find and harvest to ease the build progression until we have a chance to do a proper balance pass on the economy.

  • Lots of Minor Fixes
We had some players on Discord mention some textures and shaders were missing on some of the guns, so we fielded that, along with making sure bullets hit all the enemies correctly (a collision layer change that we missed through the AI pass, apologies). There's a lot of other small fixes too, we'll put these all up in the notes on our website.



Incase you missed it:

  • Stealth Gameplay
We're getting further afield with the AI and behavior systems, and tuning intricate behaviors is getting easier and easier. There's still more we'd like to add to make the creatures more animated when changing states, but the overall feel is coming along nicely.

  • Creatures in Mines Now Respect Walls
A weird bug to track down since it only occurred in the build, but we found it. Something to do with the pathfinding graph not registering. Anyway, we fixed that last week.

  • Additional Notes

In addition to all this you've probably noticed we've been making some changes around here: new store graphics, new library graphics, etc. This is all part of us taking over as publisher and sweeping up some unfinished items. We see this as a new beginning and therefore having a little fun with it: we're calling it Season 2. No, this doesn't mean we're going to throw DLC at you, and no, this doesn't mean it's going to be a 4 year season. It just means we got our game back, and the shackles have come off.

We also updated the website and put up the latest roadmap, so you can see how we're prioritizing our efforts.

Osiris: New Dawn - Website

Osiris: New Dawn - Roadmap

I'd love to say we're just getting started here, but you probably won't believe me, which I totally understand. You've been shown a lot of stuff since launch, and it's been a rough road, but I can assure you that any issues we've had throughout this dev cycle have been handled and are long gone.

In the mean time we'll get back to it. Have a great weekend and I hope you enjoy!

Over and out,
Brian
Osiris: New Dawn - FromFenixFire
In this build we focused on creature AI, added graphics and game options, and adjusted some economy balancing.
  • Fixed a bug causing creatures to hear the player everywhere, causing them to always track the player
  • Fixed creature collision detection in the mines
  • Fixed a bug causing creatures to still try to attack deceased players
  • Updated functionality and content for settings screens both in-game and in main menu
  • Rebalanced each of the different ingots to cost 2 ores from 3
  • Rebalanced Plastic and Rubber recipes to provide 5 units each and only consume a total of 20 units of gas
NOTE: A more complete resource rebalance will happen in the near future so crafting/building recipes will better reflect the current mineral ore drop rates, this is simply a quick intermediate measure to ease the grind while that rebalance happens.
Osiris: New Dawn - FromFenixFire

*Third person melee combat is now fully functional
Creature AI

With the new AI pathfinding and behavior system, we revamped and revived many of the creatures. The AI system allows for more detailed stealth gameplay, which we’ve started in this version.

New Creatures
Minotaur and Elida have been added in this version. Be careful, they are not exactly friendly!

Hearing Radius
Each creature now has a hearing radius based on it’s species and its life cycle maturity. Depending on your actions, a certain amount of noise is created. The louder your actions are, the easier it will be for predators to hunt you down.

Line of Sight and Viewing Cone
A creature's amount of eyes and maturity has an influence on its sight. It’s sense of vision will allow the creature to hunt and attack, but can be obscured with obstacles, forcing the creature to depend on its other fierce senses.

List of Creatures Restored and Refactored
  • Crab Monster
  • Gnat
  • Colossus
  • Arachnoid
  • Snubs


*Snubs have been completely reanimated with improved ragdoll physics
Gameplay Improvements
  • 3rd Person Combat
  • Terrain Climbing
  • Dust Storm Evading, crouching
  • Multi Tool Usage
  • Plant Harvesting
  • Water Creation in Furnace
  • Timer for Save Beds
  • Party UI in Character Screens
  • Storage Icons on Items
  • Compass and Map Icons in Multiplayer
  • Interact System and Highlighter Improvements
  • Meteor System overhauled
  • Slope reading in UI
  • Weight reading in UI
  • Chat improvements and clean up to allow more chat in less space
  • Field Guild added


*Colossus has made his majestic appearance in the game
Persistence

Crash Site Persistence

Crash Site is now persistent in single player with a first pass in multiplayer modes. This will enable you to continue harvesting your crashed pod over gameplay sessions, as opposed to forcing you to harvest on your first session.

Mineral Persistence

Minerals are now persistent in single player, with a first pass in multiplayer modes.

Plant Persistence

Trees now grow berries over time and will yield a certain amount per species of tree. Now having two gameplay states, plants will no longer disappear after harvesting. Instead, they will grow back their leaves.


*Geysers now sport an informative new interact system
Legacy Fixes

Legacy data fail safes and migrations

Some players with data from previous versions would get stuck during loading, due to data being stored in an incompatible directory for modern apps. Rather than asking players to delete, we wanted to find a way to migrate their data. To solve this, the game now automatically backs up data and replaces it with new data that can allow loading to continue, preventing the lockup from occurring.

Legacy multiplayer connection errors fixed

Some machines with different locales enabled would always report that the currently installed version is not the latest, prompting the user to attempt to download the latest version from steam. Our version checking system was incorrectly reading the localized decimal separator as an English comma in some locales that would switch the latest 4.064 version number to 4064, always coming back as larger than the local 4.064. Now the system uses properly invariant locales when reading data from the server, fixing these inconsistent cases, and allowing users from these specific areas to join multiplayer.


*Climbing dangerous slopes can be achieved by crouch walking
Bug Fixes
  • Vehicle Camera and UI has been updated to new optimized camera system
  • Vehicle Materials have been improved and optimized
  • Fixes to GAV, Hover, and Rover vehicles
  • Mecha Crab fixes
  • Custom Object materials improvements
  • Structure placement fixes
  • Melee weapons in first person
  • Durability balancing tweaked for some tools
  • UI fixes to external crates such as Depository and Space Debris Chest
  • Turret fixes
  • Faster melee attack in 3rd person to better match first person
  • Optimized meteor system
  • Improvements to creature looting death event
  • Fixes to confirm box cancel
  • Fixed pink skeliopod
  • Improved creature blood FX
  • First pass added creatures to dungeons
  • Increased quality of Mech textures

*Arachnoid has come back with a vengeance!

Thank you to those who have reached out on our platforms, sharing valuable feedback, and those who have emailed our support team, sharing all concerns, bugs, and personal experience of the game with us. We enjoy hearing from all of you and working closely together on how we can best improve the game and deliver the greatest version of Osiris: New Dawn that we possibly can.

Sincerely,
Fenix Fire


*Field Guide Added


*Crab monster has been re-added and refactored with new AI system
Osiris: New Dawn - FromFenixFire
Here at Fenix Fire we believe 100% in our project and the community we’ve built over the years, and have therefore purchased the publishing rights at our expense.

While Fenix Fire and Reverb worked together closely prior to the successful Early Access launch of Osiris: New Dawn, we did not have a clear agreement of how to provide service to our players post launch in this ever changing market landscape. After much negotiation we have been unable to come to an agreement that mutually works for both parties, and therefore Fenix Fire has purchased the publishing rights in hopes that we can create a direct line of communication from developer to player. We sincerely wish Reverb the very best, and will always cherish the times we shared.

What this means is that Fenix Fire will now be fully owning and operating the game, and will be completely taking over these responsibilities for our players:

  1. Fenix Fire will have a full time community manager to facilitate a healthy, vibrant community on OND channels.
  2. Fenix Fire will create a fully redesigned and state of the art website for OND.
  3. Fenix Fire will be operating and engaging in all our social media channels, Facebook, Twitter, and Discord.
  4. Fenix Fire will be handling all the support email from our houston@fenixfire.com official support address. We sincerely want to solve your issue and make the game as stable and enjoyable as possible.
  5. Fenix Fire has established accounts with external testing firms to conduct professional quality assurance.
In addition to this, self publishing the game will enable Fenix Fire to provide you the best service possible while allowing us to finish strong. Therefore:

We will be delivering monthly updates until launch.

We will keep the “Behind the scenes Experience” side app, and rename it to “Experimental” and build weekly to it, as many have noticed that we have since November. Then, after conducting professional testing for quality assurance, we will release the update on the main branch monthly. We will continue this until 1.0 is achieved.

It's been an adventure of a lifetime, and I look forward to finishing this project that all of us who have contributed are so proud of. We fully thank you for your patience and for joining us on this wild ride, and sincerely hope you enjoy the game.

Yours humbly,
Brian
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