*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.
We humbly thank you for your amazing response to our first Steam Sale since taking over as publisher! Your response to the game has been overwhelming, and we've been monitoring all channels to get your feedback on what can be improved. While there is still plenty for us to do, it seems your immediate concerns have been early game tutorial and multiplayer stability.
We've pushed a small patch to our Experimental Build today, which adds an upgraded tutorial to the early game flow. We've also hunted down, found, and fixed numerous multiplayer issues.
Change List
Added - New tutorial missions that also maintain story immersion Added - Recipe in Forge to meltdown Scrap Metal into Aluminum Added - Recipe in Printer to weave makeshift cloth bundles into ClothBundles with additional AlienFiber Added - Support for text narration to missions Changed - Moved diamond chisel recipe location in workbench menu to improve visibility Changed - Moved pickaxe and conduit bender into forge high precision upgrade to reduce their visibility Changed - Updated Dull Survival Knife description Changed - Optimized gameplay sounds Changed - Further improved slope traversal Changed - Minor UI Polish in Main Menu Changed - Levels adjustments on fruit icons Fixed - Issue causing players to disconnect in multiplayer with 3 or more players connected Fixed - Issue preventing legacy avatars from properly migrating, causing infinite retrieving avatars spinner Fixed - Crude Pipe can now be used as a weapon Fixed - Removed unneeded logs to help memory leak and performance hit during longer play sessions Fixed - Spawning under the map when exiting the crashed pod Fixed - Frame spikes when creatures spawn Fixed - Creature zones now spawn for remote players Fixed - Propellant Tank now properly disappears when dropped on the ground Fixed - The player is no longer thrown into the air when exiting the crashed pod Fixed - Removed Highlighter from Silver minerals
For those that like to live dangerously, please check out this Experimental Build and supply your feedback on the Official Discord Channel.
"When someone asks if you're a god, you say YES!" -Brian
We are proud to announce the largest update we’ve done to date: the Discovery Update! This massive update includes new systems such as Space Station crafting, establishes the narrative with an opening cinematic, and rebalances virtually all of the economy and gameplay. We’re also constantly improving the combat, traversal, and vehicles, while polishing up the UI and fixing every bug we can. All this, and we haven’t even mentioned the new Biomes!
Space Station Crafting
Fully craft your own Space Station in low orbit. All station modules can interconnect in any combination, allowing for total flexibility in design and layout.
Each module has its own purpose and features, including crafting, power systems, and storage.
Space Stations are free from the erosion and dangers of the existing planetside in an atmosphere, creating an interesting strategic option to store valuable resources.
New Biomes
Proteus 2 takes advantage of the new technology we’ve been developing that adds various zones and areas into a world. We’ve doubled the amount of world textures, rendered millions of blades of grass, and populated countless new alien foliages - each yielding various resources.
Discovery System
Everything you observe on your adventures can now be discovered. Far more than a simple achievement, the Discovery System actually unlocks all the various resources any found resource will yield. Essentially, each weapon or tool used on a resource may yield a different item, allowing for far more scientific exploration of the solar system and all of its life forms.
Salvaging System
This powerful system allows you to find, salvage, repair and commandeer lost structures, vehicles, and droids in the world. This is a great way to acquire a high level object much earlier on, giving you a higher chance of survival and another path towards sustainability.
Mineral Hardness Matters
A small but significant change, mineral harness is now, very much, “a thing”. A key part of gameplay progression, you’ll need to have the right tool for the job as lesser tools simply will not mine a mineral of higher hardness.
GPS Resource Filtering
Minerals can now be filtered on your updated GPS. This very handy tool, which is now always available in your HUD and no longer attached to your Locator, reads from your surrounding satellites and your own internal suit radar to create detection radii.
This system will show you all the surrounding minerals, their hardness and density, so you can find what you’re looking for in your crafting missions.
New Tools and Changes
The Chisel and Multi Tool are now mid game tools and are no longer starting equipment. The Locator has been changed to the Radar. Many tools have been added to fill out the tool progression. Here’s a few:
New Resources and Alloys
We’ve added many new minerals and resources to the game such as Silver, Tin, Quartz, Sulfur, and Uranium.
Ingots have been removed. They felt like too much of a grind mechanic. In their place is Alloys, which are scientific composites of minerals that create new metals and materials to be used for advanced crafting builds.
Proper Economy Design Balancing
With the mineral hardness, added and revised tools, the Salvaging system, and the updated GPS filtering, a full and complete economy rebalance has been implemented. Every recipe in the game has now changed to utilize all these new features. Our aim is that this will create a deeper experience, with more meaningful and strategic choices, create emergent crafting scenarios and allow for a far more engaging experience.
Removal of Build Gates
The build gates are gone, which we felt was arbitrary and grindy. Instead are structure prerequisites which we feel make more sense and are more meaningful. For instance, if a Utility requires power the build will require a power source prior to building. This creates a natural gameplay progression that is for more free and branching, while at the same time allowing each Structure built to have all the necessary Utilities to function when built.
New Skill Tree
Replacing the old skill tree, is, uh, the new skill tree! Instead of grindy gates, you now can unlock actual skills or “perks” that boost your abilities.
Opening Cinematic
The story and missions are going through development as well. This update features the opening cinematic of the game, and for the first time gives proper context as to why you are here and what your overall mission is.
Combat Improvements
Under constant tooling and improvements in the combat system, AI behaviours, and weapon systems. While we are endlessly tweaking all the elements to bring our creatures to life, the most noticeable feature is probably the health and indicator system. Creatures now display how much health they have in your HUD, and show offscreen warnings.
New Creatures
Many new creatures have been added. Mostly small, insect-like creatures lurk around the new biomes of Proteus 2. There is a new predatory creature spotted on Aziel, which likes to attack in groups.
No More Loading When Entering Mines
We cut the load screen when entering mines and underground areas, making going in and out of these areas seamless. Gone are the load and data problems, and entering and leaving these areas is simple and fast.
We’ve also taken the opportunity to completely expand the mine and underground system. All the mines are now different and expansive. Be careful, you could get lost down there!
Traversal Improvements
We were not satisfied with the hill and rock climbing, so we addressed it with much improved handling.
3rd person animation also gets an upgrade with more responsive transitions from idle to run.
UI Improvements
The entire UI system now has section headers at top clearly indicating what screen you are viewing. Screen space has been optimized with lots of nudging and anchoring of elements to get the most out of the layout.
Inventory gets a fresh icon pass contextually illustrating key elements per selection with a new selection indicator. This makes viewing inventory easier and more meaningful, allowing you to see important information quickly and easily.
Vehicle Improvements
Vehicle torque has been vastly improved to allow for vehicles to climb over very rugged terrain. The art has been updated for the GAV, Rover, and Spaceship to give more crisp detail. The Mech has also been vastly improved to traverse hills easier with improved shooting and audio. Hovercraft has revised physics to minimize nose diving into terrain.
Change List
Added - Space Station modules are now buildable in Low Orbit Added - Space Utilities are now buildable in Low Orbit Added - Habitat Module Added - Airlock Module Added - Hallway Module Added - Window Module Added - Observation Module Added - Navigation Module Added - Communications Module Added - Skylights Module Added - Power Module Added - Auxiliary Module Added - Biosphere Module Added - Hub Module Added - Ring Module Added - Engine Module Added - Solar Array Added - Cryo Pod Added - Lockers Added - Biosphere Bin Added - New Buildable Upgrade system that allows for upgrades/attachments to be built Added - Furnace Precipitation Collector Upgrade Added - Furnace Water Distillery Upgrade Added - Furnace Fuel Cell Upgrade Added - Furnace Low Heat Upgrade Added - Forge High-Precision Upgrade Added - Printer Weapon Fabrication Upgrade Added - WorkBench Repair Table Upgrade Added - WorkBench Tool Station Upgrade Added - WorkBench Suit Station Upgrade Added - Fabricator High-Tech upgrade Added - Fabricator Suit Augmentation Upgrade Added - Kitchen Chef Upgrade Added - Creature Health Indicators Added - New Dungeon system on Proteus2. Added - Aerial Creature (Flying Skeliopod) and associated movement scripts. Added - Huge art pass on Proteus 2 Added - 8 new kinds of foliage on Proteus 2 Added - Bioluminescent foliage on Proteus 2 Added - Grass to various areas on Proteus 2 Added - Rare and Specific minerals around the surface of Proteus 2 Added - Improved sand dunes on Proteus 2 Added - Support for Creatures to despawn when out of range of all players Added - curated scenario Creature Zones to Proteus 2 Added - New Creature Wasp Added - New Creature Bee Added - New Creature Fly Added - New Creature Mosquito Added - New Creature Dragonfly Added - Gatherable Methane puddles around Proteus Added - Puddles can now change height depending on fill amount and regenerate with precipitation Added - New soundtrack music Added - Many new craftable alloy items Added - 6al-4v Added - Brass Added - Bronze Added - Cast Iron Added - Duralumin Added - Dymalloy Added - Electrum Added - Ferrochrome Added - Gunmetal Added - Magnalium Added - Ni-Cr Added - Talonite Added - Zamak Added - Zircaloy Added - Plants and Creatures now drop different items depending on what tool is used to harvest them Added - Alien Blood Added - Alien Fiber Added - Alien Hide Added - Alien Insect Parts Added - Alien Organ Added - Alien Tissue Added - New Multi-Tool variants to allow repairing and salvaging gameplay at earlier progression Added - Survival Tool Added - Crab Screwdriver Added - Makeshift Screwdriver Added - Wrench Added - New Broken, Scrap, and Found items to give better depth to the early game of salvaging Added - Broken Barrel Added - Broken Circuit Board Added - Broken Wire Added - Broken Hose Added - Broken Glass Added - Broken Computer Screen Added - Scrap Cloth Added - Scrap Hinge Added - Scrap Plastic Added - Scrap Rubber Added - Fuel Cell Added - Propellant Tank Added - New Makeshift tier of items to better round out the early game straight out of the crash-site Added - Survival Knife Added - Crude Metal Blade Added - Crude Metal Sword Added - Crude Pipe Added - Makeshift Cloth Bundle Added - Shaped Crab Antenna Added - Stone Shovel Head Added - Many other new items to better round out progression Added - Adhesive Added - Berry Juice Added - Blaster Cell Added - Botany Kit Added - Chromium Added - Computer Screen Added - Cooked Crab Egg Added - Cooked Oreck Egg Added - Crab Stew Added - Explosive Added - Hose Added - Methane Added - Molybdenum Added - PowerCell Added - Quartz Added - Silver Added - Sponge Tubes Added - Steamed Carrot Added - Sulfur Added - Zinc Added - Uranium Added - Intro Cinematic Added - Skip to Intro Cinematic Added - New Repairables system that adds repairable/salvageable wreckages around the world Added - Repairable bases that spawn randomly around Proteus2 when a world is created Added - Repairable Habitat Added - Repairable Airlock Added - Repairable Rover Added - Repairable Biodome Added - Repairable Hallway Added - Repairable Repair Droid Added - New loot table system Added - Loot table for wreckage loot crates Added - Loot crates are now scattered through ruined bases Added - Biodome wreckage loot crates have a chance to spawn from a biodome loot table Added - Discoveries system for plants and creatures Added - New Dungeon teleport system to remove the need for loading screens for dungeons. Added - Support for exiting and loading into Low Orbit Added - Support for exiting to main menu in Dungeons Added - proper height and normal atlas for dungeon material Added - more room variety to mines Added - depth-based algorith to dungeon system Added - branch-based algorithm to dungeon system Added - Improved first-person melee detection Added - Added auto crouch for climbing slopes Added - Map system is now in upper HUD Added - Map Screen in UI Added - Automatic buildable re-anchoring for fixed proteus 2 terrain heightmap Added - Toggle option for First Person Helmet Added - Voice Logs screen to UI Added - New icons for Space Station Bin, Cryopod, and Lockers Added - Compass and Map icon to Hover Craft Added - Custom Resolution options in themain menu Added - Support for picking up Voice Log items Added - Waypoint alignment option to CreatureZone. Added - Behavior override options to CreatureZones Added - Spawn chance settings to CreatureZones Added - Adjusted all existing creature prefabs for compatibility with Creature Zone behavior overrides Added - Adjusted handling for CreatureZone waypoint alignment in dungeons Added - Defenses build tab for walls and turrets etc. Added - Space Station build tab Added - Space Utilities build tab Added - Underground build tab Added - Build recipe display support on center HUD Added - Warp debug command functionality for points of interest on Proteus 2 Added - Proteus 2 dungeon tiles Added - Dust materials for Proteus 2 caves Added - Cave and Mine meshes Added - Support to display when a plant has been harvested in HUD Added - Prefabs for Hives Added - materials for Hives Added - Tiles and Archetypes for Hives Added - Updated Crypt Layout Added - Hive Generated Prefab Added - Health indicator to Crab Monster Added - Health indicator to Claws Added - Health indicator to Spider Added - Health indicator to Skeliopod Added - Health indicator to Parasyte Added - Health indicator to Snubs Added - Health indicator to Hybrid Added - Health indicator to Minotaur Added - Health indicator to Giant Beetle Added - Health indicator to Giraffe Added - Creature alert icon Added - Hooked current creature prey detection into PlayerControl detection meter Added - Kill creature mission type Added - Hacking mission type Added - Password mission type Added - Support for map icons to be shown on edge of map properly Added - Support for dungeon weather and lighting without load screens Added - Connected buildable functionality Added - Curated scenario Creature Zones to Aziel Added - Curated scenario Creature Zones to Lutari Added - Weight, Hardness, and Damage icons to item description Hint Added - New fuel system currently in use on the Furnace Added - Hook Roach on Aziel Added - Bounce lighting in space, improving visuals while in Low Orbit Added - More improvements to Proteus planet rendering from Low Orbit Added - Space Ship texture improvements Added - Speed reading to Space Ship GUI Added - Creature animations for Gnat, Arachnoid, and many others Added - New gun models using deferred decal system Added - Improved Asteroid Art Added - Improved Ambient Particles on Proteus 2 Added - Color correcting on Intro Cinematic Added - Turn in place in idle mode Added - New mineral radar scanning and filtering system Added - Radar Scanner can now drop in wreckage loot crates Added - Radar Scanner is now craftable in the Fabricator Added - Proficiency tree perks are now functional Added - Space Station modules now have interior lights Added - Set date and time on upper HUD Added - Discovery Details screen Added - Icons for Inventory item parameters Added - Feature to make selection icon appear on first inventory item Added - Particle FX to new plants Added - icons for undiscovered creatures and plants Added - question icon for undiscovered harvest types Added - Updated Map UI screen for better formatting Added - Improved all melee swings of first-person weapons Added - Improved all gun sounds Added - Improved all muzzle flashes Added - Updated models on many guns Added - More coloring in post-process in space Added - Improved low orbit art on Aziel Added - Contextual interaction options when looking at a harvestable plant or creature part Added - Spaceship will now display controls at low speeds Added - Functionality support for discoverable harvest types Added - Completion icon to discovery types when fully filled out Added - New particle leaf texture for plant explosions Added - Improved Lutari low orbit art Added - Updated Ammo Icons Added - Updated all Proteus2 foliage prefabs for collision, interaction, and fragment settings Added - Integrated new Proteus2 foliage particle effects and drops Added - Updated and added Plants discovery file for missing plants Added - Support for vehicles to easily drive up steep terrain Added - Feature for Mech to easily traverse hills and rough terrain Added - Movement sounds to Mech Added - Organic Sludge liquid Added - Recipe in Chemistry Table to convert Organic Sludge into carbon Added - Sparks and animation on Survival Tool Added - Turn in place animation while in Third Person Added - Hit sound to some plants Added - Turn in place feature to PlayerMovement Changed - All Utility recipes have been updated to fit the new economy system Changed - All Structure recipes have been updated to fit the new economy system Changed - Progression and Economy has been greatly reworked, all recipes and many items have been Changed - Furnace now requires fuel Changed - Furnace now requires fuel Changed - Improved all pathfinding in the mines Changed - Plutonium is now an Alloy Changed - Updated Skill Tree to first pass Proficiency Tree Changed - Cost of some kitchen food recipes Changed - Liquids and gases extracted from creatures and plants will now give 5 units instead of 1 unit Changed - Creature body despawn time increased to 5 minutes from 2 minutes Changed - Spaceship will now slow to a stop to exit when the exit key is pressed at low speeds Changed - Added descriptions to the proficiency tree items Changed - Improved accessing GAV, Rover Changed - Optimized Mech systems when not in use Changed - Improved Mech shooting and bullet FX Changed - Upressed UI on Rover Changed - Adjusted UI on all vehicles Changed - Map is now called Radar Scanner Changed - Set player crouch transitions to look more realistic Changed - Set crouch indicator to only in First Person Changed - Optimized World Time indicator Changed - Set Map Items to not display when in a vehicle Changed - Set Map Item to display in space for space vehicles Changed - Rock shader to allow for double the detail resolution Changed - Set rendering to Deferred to allow for faster depth rendering and deferred decals Changed - Set Player GUI to overlay mode, which optimizes the camera rendering Changed - Improved coloring and contrast in Space Changed - Improved thrid person spacewalk, now faces the direction of the camera Changed - Improved Health Indicators on creatures Changed - Crafting Table UI with craftable at top Changed - Updated Item icons for items, weapons, and utilities Changed - Updated plant particle colors Changed - Improved all Vehicle models Changed - Update Art for Gas Tank, Liquid Tank, and Satellite Large Changed - Updated Ammo Magazines art for Weapons Changed - Optimized muzzle flash textures Changed - AO to Scalable and Ambient only Changed - Increased Parasyte turning speed Changed - Updated Proteus 2 ground material to not be wet Changed - Updated Alien Fiber mesh, prefab, and Icon Changed - Survival Knife changed the name to "Dull Survival Knife" to clarify use Changed - Renamed tool types to be better descriptive Changed - Updated icons for a few buildable upgrades Changed - Increased the size of all current storage utilities and furniture Changed - Minerals will be respawned once for saves created before version 4.551 Changed - Updated Proteus 2 Missions Changed - Map is now in the HUD and no longer on the Locator Changed - Improved contrast and readability for in-game UI menus. Changed - Player ground friction improvement to prevent sliding Changed - Increased parasite turning speed Changed - Reduced hearing radius of Mantis Changed - Mission Complete tag is now top center and improved Changed - Level Up alert now occurs after Mission Complete alert Changed - Starting missions clean up to use F1 to reflect the new UI schema Changed - Occlusion for new terrain height Changed - AStar cutting is now more optimal and allows for multiple graphs Changed - creature spawning triggers are now allowed in dungeons Changed - Tweaked fog on Proteus 2 Changed - Expanded HUD background width. Changed - Added vignette to GUI mode to make UI more readable Changed - Improved Mission tags and text to improve readability Changed - Overal in-game UI polish Changed - Updated aims for Moon Mantis. Changed - Improved Mission readability Changed - Adjustments to textures on Proteus 2 Changed - Refinement and optimization of soundtrack controller Changed - Large Solar Panel can now satisfy the Small Solar Panel build requirement for Hab Changed - Improvements to Colossus movement Changed - Heartbeat now only plays during stamina penalty Changed - Slightly increased size of colliders on insects Changed - Size of Wasp creature Changed - Oxygen display name is now O2 from O Changed - Chlorine display name is now Cl2 from Cl Changed - Nitrogen display name is now N2 from N Changed - Methane display name is now CH4 from O (was unset after copy from oxygen) Changed - Fluorine display name is now F2 from Fl Changed - Player no longer respawns with any default items Changed - Player no longer spawns with a chisel or a multi-tool in the crash-site Changed - Player now spawns with a Survival Knife and a Survival Tool in the initial Crash Site Changed - Repairing and Salvaging wrecked bases now provides engineering proficiency Changed - Adjustments to Flying Skeliopod default wander radius Changed - Meteor now properly drops Uranium instead of Plutonium Changed - Optimized colliders on Berry and RedBerry so they don't fall through the ground as often Changed - Ruined structures no longer appear on the map when off the edge of the minimap Changed - Plants, Trees, and Creatures now show radial progress bar when harvesting Changed - Updated many item descriptions to be more descriptive Changed - Improved skinning of the player when crouching Changed - Updated crouch animation Changed - Updated foot IK to reduce strange foot rotations Changed - Improved all weapon spring movement in first person Changed - Updated occlusion culling for Proteus 2 B Changed - Improved Proteus 2 low orbit art Changed - Updated Main Menu with Space Station theme Changed - When a rare weapon drops in a loot table, ammo is included Changed - Hunger and Thirst can be overfilled when consuming items Changed - Tweaked item food values to accompany new hunger/thirst cap Changed - Fuel Cell max stack is now 5 Changed - Propellant Tank can now stack to 5 Changed - Guns can no longer be reloaded when at maximum ammo Changed - Harvested Liquids and Gasses added to inventory will now prioritize existing containers Changed - Ingots from the previous economy system in inventories have been converted into their ore Changed - Pick Axe now has a Hardness value of 10 and requires a Diamond to craft Changed - Makeshift Chisel, Chisel, and Diamond Chisel now have their Hardness value in description Changed - Ferrochrome alloy no longer requires zirconium Changed - Broken Circuit Boards now have a rare chance to spawn in wreckage loot crates Changed - Updated weapon and tool descriptions to reflect their harvest types Changed - Updated and balanced more plant drops Changed - Adjusted hit particles on some plants Changed - Set strafing to be faster on Player Changed - Interaction menu is now able to swap equipped items Changed - Only some trees drop pickups into the world, others now input straight into inventory Changed - Repairable Wreckages, Salvageables, and Upgrades will now automatically equip a Tool Changed - Proteus 2 terrain height is now more dramatic Changed - Proteus 2 terrain splat improvements to read slopes Fixed - Holes at end of dungeon rooms and hallways Fixed - Added support for creatures to not kick up dust while in dungeons Fixed - Spaceship should no longer get stuck in space if throttled low when exiting the planet Fixed - Chat now works as intended in multiplayer Fixed - Reworked player ground sticky code to allow for improved traversal Fixed - Liquid and Gas names are no longer truncated in crafting menus Fixed - Creatures now have correct colliders on their limbs so should be easier to hit in first person Fixed - Voice Log UI functionality updates Fixed - Multiplayer world persistence is now properly saved on exit Fixed - Improved player animation controller, improving overall player movement feel Fixed - Jittery first person with sprinting Fixed - Workbench does not require power Fixed - black barrel material Fixed - Skeliopod ragdoll not going underground on loot Fixed - Terrain no longer renderers when in Low Orbit Fixed - Logging out in dungeons properly places the player on the planet surface at the entrance Fixed - Raiding mission type Fixed - Collecting mission type Fixed - Key card mission type Fixed - Build object mission type Fixed - Discovery mission type Fixed - Skeliopod re-path issue Fixed - Inventory button rollovers Fixed - stackable setting on Space Debris Chest Fixed - Updated airlock materials Fixed - Logging out in space now properly saves your location Fixed - Fixed player animation set, eliminating stuttering movement while holding weapons Fixed - Proximity highlighter now work on all items Fixed - Creatures can no longer walk through placed objects Fixed - Heat areas no longer persist after they have been disabled Fixed - Fixed a few more cloud save system stability issues Fixed - Tin material is no longer missing Fixed - Collision detection for aerial creature wandering task Fixed - objects hidden underground in the sand dunes Fixed - Dismantling a buildable now provides the upgraded component recipes Fixed - Test mode now only provides the resources when actually building something Fixed - Loot crates in wreckages are now properly salvageable when empty Fixed - Water can no longer be seen from orbit Fixed - Loot crates now properly spawn their contents Fixed - Structure variants now have properly updated recipes to fit the new progression Fixed - Lutari and Aziel terrain should now properly appear when reentering the atmosphere Fixed - Building in the mines and hives now works as intended Fixed - Plants and trees should now drop items for more harvest types Fixed - Meteor can now be mined for Uranium instead of Plutonium Fixed - Both Shields are now placeable, no longer has 2 entries for CircuitBoard Fixed - Upper Story Habitat is now palyable, no longer has 2 entries for Brass Fixed - Dyno recipe has been updated to contain a proper reagent Fixed - Flouresence recipe has been updated to use mercury properly Fixed - Colossus body harvest colliders have been increased in size to match his model Fixed - Cobalt Pistol can now use Blaster Cells Fixed - Spelling errors in Zamak Description Fixed - Hardness values on other planet minerals Fixed - Player movement animations now properly network to remote clients Fixed - Small gap in the walls on the barracks Fixed - Chem light is once again light and brightens the area Fixed - Satellite Dish Large can now be dismantled as intended Fixed - When dismantling objects the full build cost should now be refunded Fixed - Storage items should now properly sort based on their contents Fixed - Upgrades now removes build cost from inventory Fixed - Items should no longer spawn under the crash pod Fixed - Water Reclaimer is now operational and its contents are persistent Fixed - Harvested Liquids and Gasses will make a popup displaying no container found if none available Fixed - Guns will now load first applicable ammo type found in the inventory Fixed - Fuel Cell upgrade for the furnace now works as intended Fixed - Furniture can now be built as intended Fixed - Mineral hardness values to unblock progression Fixed - Crude Metal Sword now works as intended Fixed - Upgrading utilities are now properly networked to other players and saved in multiplayer Fixed - Botany Kit no longer pushes the player backward when wielded Fixed - Airlock is now properly buildable without an incorrect recipe entry Fixed - Fabricator is now properly buildable without an incorrect recipe entry Fixed - Blaster Cell is now usable in the Pistol as intended Fixed - Elida creature is now harvestable Fixed - Repairable Habitat no longer requires Aluminum Ingots Fixed - Laboratory is now buildable with the resources displayed in the menu Fixed - Aziel and Lutari minerals now have proper hardness values Fixed - Crafting tables no longer take 2 opens to load Fixed - Crab Scythe now has a hardness of 1.5 Fixed - Optimized all Space Station texture memory Fixed - All wheeled vehicle limited torque Fixed - Mech movement Fixed - Mech GUI Fixed - Dynamic interaction keys when resizing Fixed - Suit Upgrade Attachments are now functional Fixed - Projectiles can once again damage minerals and plants Fixed - Map glitch when leaving UI screens Fixed - Corrected rock cliff far gloss amount on Proteus 2 Fixed - Jumping on Player, was sometimes performing a small jump Fixed - Inertia of hover while spacewalking Fixed - Foley sound in space Fixed - Weather when returning from space Fixed - Player jump auto colliding with the ground on first frame of jump Fixed - Set player sticky force to update in Physics update loop to eliminate jitter Fixed - Some materials on GAV, Rover, and Spaceship Fixed - Liquids and gases extracted from creatures and plants will now properly display Fixed - Botany Kit can now add contents to containers on the Hotbar Fixed - Botany Kit should now work on berry trees Fixed - Wasp no longer has extra long-range sting attack
We hope you enjoy the Discovery Update as much as we did creating it. We can’t even begin to explain what a joy it’s been finally getting into the game design now that the game has stabilized with the previous round of updates we performed this year. Our goal has always been to make the best near future space survival experience possible, and we sincerely feel that this is a giant leap in that direction.
“On This Ship, You're To Refer To Me As 'Idiot,' Not 'You Captain.' ” -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.
This week we expanded the Discovery system by yielding a wide variety of resources when harvesting from all plants and creatures. Essentially, depending on the tool or weapon you're using, you will harvest very different items to use in your crafting. Our goal is that this will greatly expand the gameplay possibilities while creating a feeling of scientifically discovering the world around you.
We also added the HookRoach, a dangerous new creature now found on Aziel.
Many of the gun models received a much-needed upgrade and the vehicles also got some love. Notably, we solved the low torque problem and improved the Mech's walking ability. Now all vehicles can really traverse over the most rugged of landscapes, something that will be very helpful to your adventures.
Change List
Added - Hook Roach on Aziel Added - Bounce lighting in space, improving visuals while in Low Orbit Added - More improvements to Proteus planet rendering from Low Orbit Added - Space Ship texture improvements Added - Speed reading to Space Ship GUI Added - Creature animations for Gnat, Arachnoid, and many others Added - New gun models using deferred decal system Added - Improved Asteroid Art Added - Improved Ambient Particles on Proteus 2 Added - Color correcting on Intro Cinematic Added - Turn in place in idle mode Added - New mineral radar scanning and filtering system Added - Radar Scanner can now drop in wreckage loot crates Added - Radar Scanner is now craftable in the Fabricator Added - Proficiency tree perks are now functional Added - Space Station modules now have interior lights Added - Set date and time on upper HUD Added - Discovery Details screen Added - icons for Inventory item parameters Added - Feature to make selection icon appear on first inventory item Added - Particle FX to new plants Added - icons for undiscovered creatures and plants Added - question icon for undiscovered harvest types Added - Updated Map UI screen for better formatting Added - Improved all melee swings of first-person weapons Added - Improved all gun sounds Added - Improved all muzzle flashes Added - Updated models on many guns Added - More coloring in post-process in space Added - Improved low orbit art on Aziel Added - Contextual interaction options when looking at a harvestable plant or creature part Added - Spaceship will now display controls at low speeds Added - Functionality support for discoverable harvest types Added - Completion icon to discovery types when fully filled out Added - New particle leaf texture for plant explosions Added - Improved Lutari low orbit art Added - Updated Ammo Icons Added - Updated all Proteus2 foliage prefabs for collision, interaction, and fragment settings. Added - Integrated new Proteus2 foliage particle effects and drops. Added - Updated and added Plants discovery file for missing plants. Added - Support for vehicles to easily drive up steep terrain Added - Feature for Mech to easily traverse hills and rough terrain Added - Movement sounds to Mech Changed - Cost of some kitchen food recipes Changed - Liquids and gases extracted from creatures and plants will now give 5 units instead of 1 unit Changed - Creature body despawn time increased to 5 minutes from 2 Changed - Spaceship will now slow to a stop to exit when the exit key is pressed at low speeds Changed - Added descriptions to the proficiency tree items Changed - Improved accessing GAV, Rover Changed - Optimized Mech systems when not in use Changed - Improved Mech shooting and bullet FX Changed - Upressed UI on Rover Changed - Adjusted UI on all vehicles Changed - Map is now called Radar Scanner Changed - Set player crouch transitions to look more realistic Changed - Set crouch indicator to only in First Person Changed - Optimized World Time indicator Changed - Set Map Items to not display when in a vehicle Changed - Set Map Item to display in space for space vehicles Changed - Rock shader to allow for double the detail resolution Changed - Set rendering to Deferred to allow for faster depth rendering and deferred decals Changed - Set Player GUI to overlay mode, which optimizes the camera rendering Changed - Improved coloring and contrast in Space Changed - Improved thrid person spacewalk, now faces the direction of the camera Changed - Improved Health Indicators on creatures Changed - Crafting Table UI with craftable at top Changed - Updated Item icons for items, weapons, and utilities Changed - Updated plant particle colors Changed - Improved all Vehicle models Changed - Update Art for Gas Tank, Liquid Tank, and Satellite Large Changed - Updated Ammo Magazines art for Weapons Changed - Optimized muzzle flash textures Changed - AO to Scalable and Ambient only Changed - Increased Parasyte turning speed Changed - Updated Proteus 2 ground material to not be wet Changed - Updated Alien Fiber mesh, prefab, and Icon Changed - Survival Knife changed the name to Dull Survival Knife to clarify the use Changed - Renamed tool types to be better descriptive Changed - Updated icons for a few buildable upgrades Fixed - All wheeled vehicle limited torque Fixed - Mech movement Fixed - Mech GUI Fixed - Dynamic interaction keys when resizing Fixed - Suit Upgrade Attachments are now functional Fixed - Projectiles can once again damage minerals and plants Fixed - Map glitch when leaving UI screens Fixed - Corrected rock cliff far gloss amount on Proteus 2 Fixed - jumping on Player, was sometimes performing a small jump Fixed - the inertia of hover while spacewalking Fixed - Foley sound in space Fixed - Weather when returning from space Fixed - Player jump auto colliding with the ground on the first frame of the jump Fixed - Set player sticky force to update in Physics update loop to eliminate jitter Fixed - Some materials on GAV, Rover, and Spaceship Fixed - Liquids and gases extracted from creatures and plants will now properly display Fixed - Botany Kit can now add contents to containers on the Hotbar Fixed - Botany Kit should now work on berry trees Fixed - Wasp no longer has extra long-range sting attack Fixed - Wasp should no longer deal damage after it has been killed Fixed - Crab Monster can now drop Crab Meat Fixed - Meat Stew recipe now uses the acquirable item Grilled Alien Meat instead of the legacy item Fixed - Spaceship prop on proteus no longer throws errors Fixed - A few misspellings in discovery descriptions Fixed - Tree bark now properly has a highlighter like other items Fixed - Set far terrain to not generate at runtime on Lutari Fixed - Optimized interact system so it doesn't drain performance when viewing an interactable object Removed - Strange sounds when consuming items Removed - Shell casing particle on guns
With this push, our next Main Branch update is currently in testing. We can't wait to unleash the past five weeks of updates in this mega push! In the meantime, there's much to do, and I need to get back to the front.
"I have only one rule. Everyone fights, no one quits." -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.
Change List
Added - Intro Cinematic
Added - Skip to Intro Cinematic
Added - Biodome wreckage loot crates have a chance to spawn from loot tables
Changed - Improved Proteus 2 low orbit art
Changed - Updated Skill Tree to first pass Proficiency Tree
Changed - Updated Main Menu with Space Station theme
Changed - Increased the size of all current storage utilities and furniture
Changed - When a rare weapon drops in a loot table, ammo is included
Changed - Hunger and Thirst can be overfilled when consuming items
Changed - Tweaked item food values to accompany new hunger/thirst cap
Changed - Fuel Cell max stack is now 5
Changed - Propellant Tank can now stack to 5
Changed - Guns can no longer be reloaded when at maximum ammo
Changed - Liquids and Gasses added to inventory will now prioritize existing containers
Changed - Ingots from the previous economic system have been converted into ore counterparts
Changed - Pick Axe now has a Hardness value of 10 and requires a Diamond to craft
Changed - Chisels now have Hardness value written in their description
Changed - Ferrochrome alloy no longer requires zirconium
Changed - Broken Circuit Boards now have a rare chance to spawn in wreckage loot crates
Fixed - Building in the mines and hives now works as intended
Fixed - Plants and trees should now drop items for more harvest types
Fixed - Meteor can now be mined for Uranium instead of Plutonium
Fixed - Both Shields are now placeable, no longer has 2 entries for CircuitBoard
Fixed - Upper Story Habitat is now palpable, no longer has 2 entries for Brass
Fixed - Dyno recipe has been updated to contain a proper reagent
Fixed - Flouresence recipe has been updated to use mercury properly
Fixed - Colossus body harvest colliders have been increased in size to match his model
Fixed - Cobalt Pistol can now use Blaster Cells
Fixed - Spelling errors in Zamak Description
Fixed - Hardness values on other planet minerals
Fixed - Player movement animations now properly network to remote clients
Fixed - Small gap in the walls on the barracks
Fixed - Chem light is once again light and brightens the area
Fixed - Satellite Dish Large can now be dismantled as intended
Fixed - When dismantling objects the full build cost should now be refunded
Fixed - Storage items should now properly sort based on their contents
Fixed - Upgrades now removes build cost from inventory
Fixed - Items should no longer spawn under the crash pod
Fixed - Water Reclaimer is now operational and its contents are persistent
Fixed - Harvested Liquids and Gasses will alert no container found if none are in the inventory
Fixed - Guns will now load first applicable ammo type found in the inventory
Fixed - Fuel Cell upgrade for the furnace now works as intended
Fixed - Furniture can now be built as intended
Fixed - mineral hardness values to unblock progression
Fixed - Crude Metal Sword now works as intended
Fixed - Upgrading utilities are now properly networked to other players and saved in multiplayer
Fixed - Botany Kit no longer pushes the player backward when wielded
Fixed - Airlock is now properly buildable without an incorrect recipe entry
Fixed - Fabricator is now properly buildable without an incorrect recipe entry
Fixed - Blaster Cell is now usable in the Pistol as intended
Fixed - Elida creature is now harvestable
Fixed - Repairable Habitat no longer requires Aluminum Ingots
Fixed - Laboratory is now buildable with the resources displayed in the menu
Fixed - Aziel and Lutari minerals now have proper hardness values
Fixed - Crafting tables no longer take 2 opens to load
Fixed - Crab Scythe now has a hardness of 1.5
Fixed - Optimized all Space Station texture memory
Removed - Circuit Board recipe in the Printer that required quartz
We hope you enjoy all the new fixes, adjustments, and cinematic! As always, please reach out to us with your feedback on our official Discord channel.
"I am definitely going to die up here ... if I have to listen to any more god-awful disco music." -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 our Experimental release yesterday we've had a few players reach out with some feedback, so we made these adjustments before the weekend. Thanks to the community (especially Discord) for your insight!
Change List
Added - More Oxygen and Hydrogen geysers on Proteus, as they are essential for water production
Added - Loose Diamonds were missing in the world, they have been added where intended
Added - Slope based velocity for improved slope traversal
Changed - Multi-Tools can now be dropped from inventory
Changed - Lowered the drop rate of the Survival Tool and Survival Knife in the wreckage loot table
Changed - Weight description on items now displays total stack weight
Fixed - stamina from being used when trying to sprint on a slope
Fixed - Walls AI collision increased, preventing creatures from walking through wall placements
Fixed - Crafting vehicles in the laboratory no longer requires the ability to be unlocked
Fixed - Items requiring an upgrade are no longer buildable without said upgrade
Fixed - Some jittering on the camera in some instances
Fixed - Removed untextured blocks within mines
Note - Ability tree system is being replaced by an upcoming proficiency skill system. Please disregard the current Ability Tree as these locked gates have been removed, allowing you to build freely.
*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.
Since November we've been preparing a proper design and balance pass to the economy in the background. This included looking for holes in the progression, analyzing what needs to be expanded, and preparing all the necessary gameplay systems, items, and features to successfully release. This build now contains the many months of work to make this happen.
Some specific gameplay notes on this balancing pass:
Multi Tools There are now new Multi-Tool variants to allow repairing and salvaging gameplay at earlier progression stages, they work just like the Multi-Tool/Repair Tool currently in the game, just varying degrees slower.
The new Multi-Tools in the game are:
Survival Tool - Found in the UNE Emergency Kit on the Escape Pod (Spawns with your character on initial world creation), and can be found in loot crates
Crab Screwdriver - Crafted from a shaped piece of Crab Antenna, good in case your Survival Tool is lost
Makeshift Screwdriver - Crafted from a piece of Scrap Metal, a slight upgrade to the Survival Tool and Crab Screwdriver
Wrench - An upgrade to the previous Multi-Tools as a stepping stone until the mechanized Multi-Tool that has been changed to be an end-game progression item
Furnace Changes The Furnace now requires fuel, a Fuel Input can be seen near the base of the furnace as an interactable box, when various items can be added as fuel that will increase the amount of time the furnace can operate, many items are accepted as fuel, some to varying levels of efficiency, try different items to see what works best. A Fuel Cell Upgrade can be installed on the Furnace that will remove the need for fuel.
Scientific Extracting Plants and Creatures now drop different items depending on what tool is used to harvest them. When you discover a new plant, try using different tools in your inventory to see if they drop any different items.
Introducing Alloys Ingots have been removed from the game and replaced by Alloys, instead of collecting ores and combining two or more ores into an ingot used in recipes, now recipes can use a combination of raw metal ores and Alloys that all have varying types and amounts of inputs.
Mineral Hardness Mineral Hardness is now enforced on tools, only tools of equal or greater hardness can harvest any given mineral. The Mineral's hardness is displayed underneath the mineral name when looking at a node in the world. An item's hardness is displayed as a single number 0~10 (based on the scientific Moh's hardness scale) in the item description panel when selected in your inventory.
Creatures Harvesting Creatures are also now harvested by attacking various body segments after they have been killed, try different weapons on different segments to discover what they all drop!
Tips
Some tools drop shared resources among all plant types and creature segments, others may drop unique parts specific to the segment or creature harvested.
New Broken and Scrap items have been added to give better depth to the early game of salvaging and finding then repairing needed progression items.
Broken items can be found by salvaging wreckages or as loot in various crates around the world, they can be repaired at the workbench into their operational counterparts.
Player Improvements In addition to the economic balancing, we've conducted some cleanup on the Player movement. This includes removing the "idle" state in the 3rd person animation system, which finally solves the weird stutter that occurred sometimes while holding a weapon. A nice side effect is the movement and animation seems to be more responsive and can instantly go into a crouching state from a run state, without having to go into an idle state.
We also fixed up many of the physics movements in the first person weapons or at least performed some much-needed improvements. There's more that needs to be done on the first person tools and weapons to get them to a finished state, something we're focusing on in the short term.
Dungeon Improvements The new Dungeon system is coming along as well. We eliminated dungeon/mine loading in the last Experimental build, and are now getting this system improved more and more. The latest additions are adding more minerals in the dungeons, creature AI pathing improvements, and AI attack improvements specifically while in mines. Like the tools we created for the planet surfaces, we're creating a rich toolset for the dungeons, allowing us to create high-quality dungeons quickly, using a handcrafted approach.
Change List
Added - New Buildable Upgrade System, allowing upgrades/attachments for utilities and furniture
Added - Furnace Precipitation Collector Upgrade
Added - Furnace Water Distillery Upgrade
Added - Furnace Fuel Cell Upgrade
Added - Furnace Low Heat Upgrade
Added - Forge High-Precision Upgrade
Added - Printer Weapon Fabrication Upgrade
Added - WorkBench Repair Table Upgrade
Added - WorkBench Tool Station Upgrade
Added - WorkBench Suit Station Upgrade
Added - Fabricator High-Tech upgrade
Added - Fabricator Suit Augmentation Upgrade
Added - Kitchen Chef Upgrade
Added - Many new craftable alloy items
Added - 6al-4v
Added - Brass
Added - Bronze
Added - Cast Iron
Added - Duralumin
Added - Dymalloy
Added - Electrum
Added - Ferrochrome
Added - Gunmetal
Added - Magnalium
Added - Ni-Cr
Added - Talonite
Added - Zamak
Added - Zircaloy
Added - Plants and Creatures now drop different items depending on tool used for harvesting them
Added - Alien Blood
Added - Alien Fiber
Added - Alien Hide
Added - Alien Insect Parts
Added - Alien Organ
Added - Alien Tissue
Added - New Multi-Tool variants that help repairing/salvaging gameplay's earlier progression stages
Added - Survival Tool
Added - Crab Screwdriver
Added - Makeshift Screwdriver
Added - Wrench
Added - New Broken, Scrap, and Found items to give better depth to the early game of salvaging
Added - Broken Barrel
Added - Broken Circuit Board
Added - Broken Wire
Added - Broken Hose
Added - Broken Glass
Added - Broken Computer Screen
Added - Scrap Cloth
Added - Scrap Hinge
Added - Scrap Plastic
Added - Scrap Rubber
Added - Fuel Cell
Added - Propellant Tank
Added - New Makeshift tier of items, bettering the early game straight out of the crash site
Added - Survival Knife
Added - Crude Metal Blade
Added - Crude Metal Sword
Added - Crude Pipe
Added - Makeshift Cloth Bundle
Added - Shaped Crab Antenna
Added - Stone Shovel Head
Added - Many other new items to better round out progression
Added - Adhesive
Added - Berry Juice
Added - Blaster Cell
Added - Botany Kit
Added - Chromium
Added - Computer Screen
Added - Cooked Crab Egg
Added - Cooked Orcek Egg
Added - Crab Stew
Added - Explosive
Added - Hose
Added - Methane
Added - Molybdenum
Added - PowerCell
Added - Quartz
Added - Silver
Added - Sponge Tubes
Added - Steamed Carrot
Added - Sulfur
Added - Zinc
Added - Uranium
Added - Proteus Dungeons have been updated to be functional once again
Added - Proper height and normal atlas for dungeon material
Added - More room variety to mines
Added - Depth-based algorithm to dungeon system
Added - Weight, Hardness, and Damage icons to item description Hint
Added - New fuel system currently in use on the Furnace
Added - New loot table system
Added - Loot table for wreckage loot crates
Added - Loot crates are now scattered through ruined bases
Added - Gatherable Methane puddles around Proteus
Added - Puddles now change height
Changed - Plutonium is now an Alloy
Changed - Improved all pathfinding in the mines
Changed - Player no longer respawns with any default items
Changed - Player no longer spawns with a chisel or a multi-tool in the crash site
Changed - Player now spawns with a Survival Knife and Tool in the initial Crash Site
Changed - Repairing and Salvaging wrecked bases now provides engineering proficiency
Changed - Adjustments to Flying Skeliopod default wander radius
Changed - Meteor now properly drops Uranium instead of Plutonium
Changed - Optimized colliders on Berry and RedBerry so they don't fall through the ground as often
Changed - Ruined structures no longer appear on the map when off the edge of the minimap
Changed - Plants, Trees, and Creatures now show radial progress bar when harvesting
Changed - Updated many item descriptions to be more descriptive
Changed - Improved skinning of the player when crouching
Changed - Updated crouch animation
Changed - Updated foot IK to reduce strange foot rotations
Changed - Improved all weapon spring movement in first person
Changed - Updated occlusion culling for Proteus 2 B
Changed - Progression and Economy reworked, matching new economy and progression systems
Changed - All Utility recipes have been updated to fit the new economic system
Changed - Furnace now requires fuel
Fixed - Fixed player animation set, eliminating stuttering by holding weapons
Fixed - Proximity highlighter now work on all items
Fixed - Creatures can no longer walk through placed objects
Fixed - Heat areas no longer persist after they have been disabled
Fixed - Fixed a few more cloud save system stability issues
Fixed - Tin material is no longer missing
Fixed - Collision detection for aerial creature wandering task
Fixed - objects hidden underground in the sand dunes
Fixed - Dismantling a buildable now provides the upgraded component recipes
Fixed - Test mode now only provides the resources when actually building something
Fixed - Loot crates in wreckages are now properly salvageable when empty
Fixed - Water can no longer be seen from orbit
Fixed - Loot crates now properly spawn their contents
Fixed - Structure variants now have properly updated recipes to fit the new progression
Fixed - Lutari and Aziel terrain should now properly appear when reentering the atmosphere
Fixed - holes at end of dungeon rooms and hallways
Fixed - Added support for creatures to not kick up dust while in dungeons
Removed - Single mineral Ingots now replaced by alloys created by combining various minerals
Removed - Advanced Fabricator (now a Fabricator Upgrade)
Removed - Standalone Repair Table (now a WorkBench upgrade)
Removed - Furnace Water Collector (replaced by various upgrades)
Whew! That was a big one! I'd like to once again thank my amazing team for all their efforts to make this happen and for all their hard work and dedication. We're starting to catch a good grove now, and there's still plenty of work ahead of us. Until then, I leave you with this thoughtful quote:
*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.
Developing The New Biomes
You have been asking for more biomes in our worlds, and we couldn't agree more! We've had to get the game's performance, stability, and memory usage under control to make room for the art, along with a suite of tools to create vast and detailed areas. Both development threads have now been accomplished.
When looking at our world art one aspect we wanted to maintain was keeping our worlds hand-sculpted, as opposed to procedurally generated. The proprietary terrain and placement tools we created allow for articulated and detailed distribution of grass and foliage while allowing all the artistic flexibility required to properly design out specific areas and biomes within a single world location.
The end result when using these tools allowed us to create the biomes for Proteus 2 relatively quickly, and we look forward to applying this technology to the more lush worlds on our roadmap, such as Seraph and Gemini while bringing interesting possibilities to legacy favorites like Aziel and Zer.
In the meantime, we got a little carried away and took a bunch of screenshots! Apologies if this seems a little indulgent, but we couldn't help ourselves. :)
Change List
Added - Huge art pass on Proteus 2
Added - New biomes around Proteus 2
Added - 8 new kinds of foliage on Proteus 2
Added - Bioluminescent foliage on Proteus 2
Added - Grass to various areas on Proteus 2
Added - Rare and Specific minerals around the surface of Proteus 2
Added - Improved sand dunes on Proteus 2
Added - Improved first-person melee detection
Added - Support for Creatures to despawn when out of range of all players
Added - New soundtrack music
Added - Voice Logs screen to UI
Added - New icons for Space Station Bin, Cryopod, and Lockers
Added - Compass and Map icon to Hover Craft
Added - Custom Resolution options in the main menu
Added - Support for picking up Voice Log items
Added - Waypoint alignment option to CreatureZones
Added - Behavior override options to CreatureZones
Added - Spawn chance settings to CreatureZones
Added - Adjusted all existing creature prefabs for compatibility with Creature Zones
Added - Adjusted handling for CreatureZone waypoint alignment in dungeons
Fixed - Spaceship should no longer get stuck in space if throttled low when exiting the planet
Fixed - Chat now works as intended in multiplayer
Fixed - Reworked player ground sticky code to allow for improved traversal
Fixed - Liquid and Gas names are no longer truncated in crafting menus
Fixed - Creatures now have correct colliders improving first person combat
Fixed - Voice Log UI functionality updates
Changed - Adjustments to textures on Proteus 2
Changed - Refinement and optimization of soundtrack controller
Changed - Large Solar Panel can now satisfy the Small Solar Panel build requirement for Hab
Changed - Improvements to Colossus movement
Changed - Heartbeat now only plays during stamina penalty
Changed - Slightly increased size of colliders on insects
Changed - Size of Wasp creature
Changed - Oxygen display name is now O2 from O
Changed - Chlorine display name is now Cl2 from Cl
Changed - Nitrogen display name is now N2 from N
Changed - Methane display name is now CH4 from O (was unset after copy from oxygen)
Changed - Fluorine display name is now F2 from Fl
We hope you enjoy exploring Proteus 2 with its new biomes, new music, new plants, new minerals, and all of the improvements that we have put into this week's build. As always, please reach out to us on our Discord Channel, Facebook, and the in-game feedback with your thoughts on how we're doing.
"Everybody ready to say goodbye to our Solar System?" - 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.
Change List
Added - Space Station modules are now buildable in Low Orbit
Added - New Repairables system that adds repairable/salvageable wreckages around the world
Added - Discoveries system for plants and creatures
Added - Creature Health Indicators
Added - New Dungeon system on Proteus2, they are currently being populated
Added - Aerial Creature (Flying Skeliopod) and associated movement scripts
Added - New Dungeon teleport system to remove the need for loading screens for dungeons
Added - Support for exiting and loading into Low Orbit
Added - Support for exiting to the main menu in Dungeons
Added - Space Utilities are now buildable in Low Orbit
Added - Habitat Module
Added - Airlock Module
Added - Hallway Module
Added - Window Module
Added - Observation Module
Added - Navigation Module
Added - Communications Module
Added - Skylights Module
Added - Power Module
Added - Auxiliary Module
Added - Biosphere Module
Added - Hub Module
Added - Ring Module
Added - Engine Module
Added - Solar Array
Added - Cryo Pod
Added - Lockers
Added - Biosphere Bin
Added - Added auto crouch for climbing slopes
Added - Repairable bases that spawn randomly around Proteus2 when a world is created
Added - Curated scenario Creature Zones to Proteus 2
Added - More Lead and Carbon can be found on Proteus 2 surface while dungeons get rebuilt
Added - Defenses build tab for walls and turrets etc
Added - Space Station build tab
Added - Space Utilities build tab
Added - Underground build tab
Added - Repairable Habitat
Added - Repairable Airlock
Added - Repairable Rover
Added - Repairable Biodome
Added - Repairable Hallway
Added - Repairable Repair Droid
Added - Build recipe display support on center HUD
Added - Warp debug command functionality for points of interest on Proteus 2
Added - Proteus 2 dungeon tiles
Added - Dust materials for Proteus 2 caves
Added - Cave and Mine meshes
Added - Support to display when a plant has been harvested in HUD
Added - Prefabs for Hives
Added - Materials for Hives
Added - Tiles and Archetypes for Hives
Added - Updated Crypt Layout
Added - Hive Generated Prefab
Added - Health indicator to Crab Monster
Added - Health indicator to Claws
Added - Health indicator to Spider
Added - Health indicator to Skeliopod
Added - Health indicator to Parasyte
Added - Health indicator to Snubs
Added - Health indicator to Hybrid
Added - Health indicator to Minotaur
Added - Health indicator to Giant Beetle
Added - Health indicator to Giraffe
Added - Creature alert icon
Added - Hooked current creature prey detection into PlayerControl detection meter
Added - Kill creature mission type
Added - Hacking mission type
Added - Password mission type
Added - Support for map icons to be shown on edge of map properly
Added - Support for dungeon weather and lighting without load screens
Added - Connected buildable's functionality
Changed - Proteus 2 terrain height is now more dramatic
Changed - Minerals will be respawned once for saves created before version 4.551
Changed - Updated Proteus 2 Missions
Changed - Map is now in the HUD and no longer on the Locator
Changed - Improved contrast and readability for in-game UI menus
Changed - Player ground friction improvement to prevent sliding
Changed - Proteus 2 terrain splat improvements to read slopes
Changed - Increased parasite turning speed
Changed - Reduced hearing radius of Mantis
Changed - Mission Complete tag is now top center and improved
Changed - level Up alert now occurs after Mission Complete alert
Changed - Starting missions clean up to use F1 to reflect the new UI schema
Changed - Occlusion for new terrain height
Changed - AStar cutting is now more optimal and allows for multiple graphs
Changed - Creature spawning triggers are now allowed in dungeons
Changed - Tweaked fog on Proteus 2
Changed - Expanded HUD background width
Changed - Added vignette to GUI mode to make UI more readable
Changed - Improved Mission tags and text to improve readability
Changed - Overall in-game UI polish
Changed - Updated aims for Moon Mantis
Changed - Improved Mission readability
Fixed - Multiplayer world persistence is now properly saved on the exit
Fixed - Improved player animation controller, improving overall player movement feel in both first and third-person
Fixed - Jittery first person with sprinting
Fixed - Workbench does not require power
Fixed - Black barrel material
Fixed - Skeliopod ragdoll not going underground on loot
Fixed - Terrain no longer renderers when in Low Orbit
Fixed - Logging out in dungeons once again properly places the player on the planet surface at the entrance when logging back in
Fixed - Raiding mission type
Fixed - Collecting mission type
Fixed - Key card mission type
Fixed - Build object mission type
Fixed - Discovery mission type
Fixed - Skeliopod re-path issue
Fixed - Inventory button rollovers
Fixed - Stackable setting on Space Debris Chest
Fixed - Updated airlock materials
Fixed - Logging out in space now properly saves your location
Removed - Slope sliding when the slope is about max slope range
Removed - Disabling structure coloring until proper interface and data are set up
While we hope you enjoy building your very own space station and all the new features/fixes listed here, we are focusing on a proper design pass including story implementation, economy balancing, and improved missions. As always, please reach out to us on our Discord Channel,Facebook, and the in-game feedback with your thoughts on how we're doing.
"I admit it's fatally dangerous, but I'd get to fly around like Iron Man." - Brian
This week we're graduating the branch from Experimental to Main, which has a host of additions and fixes to improve the overall experience.
Structure Build Order
The biggest change we've made in this version is sun setting the way the Skill Tree is used. Previously, the Skill Tree required Proficiency to unlock the ability to build various structures and utilities. While we've been conducting our balance pass internally, we found that this created unnecessary steps towards survival. Essentially, you should be able to build what you need and in what order, having the choice based on what resources the astronaut has available therefore allowing you to chart your own path.
The Skill Tree will be going through changes as we go. The look will be similar, but we will use it instead to advance the player's abilities. More on this later.
On Structures we set up some meaningful prerequisites for various structure types. Our goal is that this will lead to proper build order while having the Utilities and Structures needed to support your base, rather than building something only to find you need a power source, for example.
Stealth indicator
As the game evolves its stealth style combat, we've added a noise and visibility meter in place of the Pressure meter in the lower left of the HUD. We found that the Pressure meter, while important in real life space travel, did not find much use in this simulation, and replacing it with the noise/visibility reading made the most sense. That stated, pressure is still a big part of the game and can display pressure in other ways that does not require a dedicate meter.
The Stealth indicator will be very useful going forward. Hiding spots are being added allowing you to gauge if you are visible and in hiding. Creatures will respond to this per species, based on each creature's senses. Our hope is this will allow for more strategic options in encounter scenarios.
Debug Console
We added full feature Debug Console allow you to bypass or build anything with various cheat commands. Totally optional and invisible unless used, the Debug Console can be very handy if something gets lost in space or you'd like to reset your play condition by regenerating a new object through these commands.
Fixes
We listed all the fixes and additions in last week's Experimental Branch, which you can check out here: Change List
We hope you enjoy this new main branch update and look forward to sharing the material we have coming down the pipe. And now, a quote from one of my all time favorite actors:
"Well that's just great! Game over, man. Game Over!" 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.
Change List
Added - Build prerequisites for proper build order of Structures.
Added - Polish on icon mouse over panel and right-click panel.
Added - Migrated Insects prefab package from the beta branch.
Added - Added new Scarab enemy type.
Added - Creature AI: Waypoint Patrol.
Added - Creature AI: Global Hit Reaction.
Added - Creature AI: Alert Reaction. (Roar)
Added - Creature AI: Entrances.
Added - Creature AI: Health Percentage Detection.
Added - Creature AI: Fleeing.
Added - Creature AI: Dynamic Bite Triggers.
Added - Creature AI: Cancel Path task.
Added - Configured Crab Monster to use the new behavior tree base.
Added - Configured Crab Monster to use available attack animations.
Added - Configured Crab Monster to flee from the player when below 10% health.
Added - Configured Crab Monster to use dynamic bite triggers.
Added - Configured Moon Mantis to use the new behavior tree base.
Added - Configured Moon Mantis to flee from the player when below 20% health.
Added - Configured Moon Mantis to sprint toward the player when pursuing or fleeing.
Added - Configured Moon Mantis to use dynamic bite triggers.
Added - Noise and vision detection readings to HUD.
Added - Hiding Spot system.
Added - Hiding Spots to Plants.
Added - Added and configured the waypoint patrol system.
Added - Adjusted NatureObject/NatureFragment for Creature Zone compatability.
Added - Re-configured Creature Zones for usability and functionality.
Added - Transform List Size comparison Behavior Tree task.
Added - Variability function to SendMessage Behavior Tree task.
Added - Added CreatureZone template prefab.
Added - Added spawn radius to CreatureZone.
Added - Migrated tail/tentacle plugin from beta branch.
Changed - Configured Skeliopod to use the new tail/tentacle plugin.
Changed - Increased resolution of Small Solar Panel textures.
Changed - Adjusted Crab Monster agent locomotion and rotation.
Changed - Adjusted Snubs' hearing and vision radius.
Changed - Adjusted Snubs' animation controller to use the correct speed variable.
Changed - Normal difficulty Thirst and Hunger usage reduced by 20%
Fixed - Some instances where Mouse and Input would pause every few seconds for some players.
Fixed - Instance where loading screens could incorrectly delete persistent objects.
Fixed - Dev console can now spawn more than 1 Item.
Fixed - Crash site pod panels now properly persist.
Fixed - Exiting during the tutorial properly restarts the tutorial.
Fixed - Extendable structure ramps.
Fixed - Stackable Object rotation.
Fixed - Take All button in crafting tables.
Fixed - Back left wall in barracks no longer places furniture outside.
Fixed - Feedback panel no longer fails when sending special characters.
Fixed - Glass Container and Barrel can now deposit any leftovers into tanks.
Fixed - Abilities are no longer required to build Utilities.
Removed - Skill Tree locks for crafting Structures and Utilities.
Removed - Disable of Barracks foundation.
A special thanks to all the players who have sent in bug reports using the in-game feedback tool, and those who are active in our community. We appreciate your feedback/concerns and have found it very helpful as we progress towards completion.