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.



Hey explorers! Sort of a short week because of the holiday on Monday, but we managed to get some nice new stuff in along with addressing some issues found by the community.

Sleep Mechanic (Single Player Only)
Now, in any bed or hut, you can choose to sleep for a few hours of game time. This kicks off a cinematic event where you can watch the time go by, compressing many hours into just a few seconds.


Approach a Bed and see the option to Sleep - Single Player Modes Only.


Cinematic showing time acceleration begins.


Cinematic completes after a few hours of game time passes.

Drone Commands
The commands in the GPS section are now buttons instead of number key inputs. The Send to Position has been fixed up, and all commands are working.


Green cross hair appears for setting Drone position. Confirm by pressing "Set Position Target".

All Drone Commands:
1. Patrol - this will put the Drone into it's idle state.
2. Stay - this will force the Drone to freeze in its current position.
3. Follow - forces the Drone to go to and follow the player.
4. Send To Position - brings up a green cross hair on the GPS, and when confirmed the Drone will path to that position.

Biodome Lighting
Lights in the Biodome now work just like the HAB. Simply power up the Biodome with a Solar Panel and enter the dome to receive lighting.


Nicely lit Biodomes for night time crop viewing.

Space Ship Collision System
The Space Ship now detects when colliding with an obstacle while in a planetary atmosphere, at which point will automatically cut power to the engines and force the hover flight mode. This will allow the pilot to safely maneuver around obstacles and get back on course.


If you fly into a surface while in atmosphere, the Space Ship will detect this.


Once collision occurs, the Ship will go into hover mode, allowing you to safely pilot in all directions.

Change List
Added - Sleep Mechanic
Added - Sleep option to Bed, Crab Hut, Skeliopod Hut, Debris Hut and Inflatable Dome
Added - Sleep cinematic displaying local time acceleration
Added - Space Ship Collision System that auto throttles ship into hover mode on impact
Added - Biodome Lights
Changed - All Drone commands are now buttons in the GPS instead of number key inputs
Changed - Lowered volume on Biodome Climate Controller
Fixed - Drone commands

Well, that's it for us this week. We'll be gauging your feedback and hope to graduate these features and last week's fixes to the Main Branch soon. Until then, happy exploring!

"I'm having trouble with the radar, sir. I've lost the bleeps, the sweeps, and the creeps."
-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.



Hello brave explorers! Here's just a small patch to solve some glaring pain points. We also added some nice new soundtracks to the underground areas and increased the speed of the repair tools, which feels WAY better.

Help! I'm stuck in Space!!!
A few players have reported missing space ships or getting lost in space, and we are tracking down what may be causing this. however, if this happens to you, you can do the following with our really handy Console Command system:



1. While in game, press the "/" key to open up the Console Commands.
2. Type "warp". This command will allow you to warp to any planet surface.
3. Options will appear in the console command system to guide you.
4. Note in "warp" there's also an "unstuck" command.

Help! I lost my Vehicle/Drone/Item!!!
Also, if you lost data, such as a Vehicle or Item, you can also spawn them in with this tool:

1. Press "/" to open the Console Commands.
2. Type "spawn" then "vehicle" or "item".
3. Options will appear to allow you to warp in what you need.

Change List
Added - Underground Soundtrack
Added - Added support to have more detailed LODs on Minerals
Added - World boundaries back in on Proteus 2 Site B
Added - Rocks in mine pits to allow traversal out of pits
Changed - Increased speed of Repair Tools
Fixed - Clean up all mine entrances and exits
Fixed - Exit of Epsilon Mine
Fixed - Theta Mine mineral harvesting
Fixed - Icarus Mine entrance
Removed - Shovel no longer has green gizmo box

Anytime we do something with minerals it warrants pushing to Experimental first, since so much of the game is built around resource collection. Our internal tests have all checked out, but we just want to be sure before pushing this patch to main. Until then, enjoy, and have a great weekend!

"Put That Thing Away Before You Get Us All Killed!"
-Brian
Osiris: New Dawn - brian
Here's just a small patch to address edge case loading problems - applied to both branches.

We've been getting reports of people still having trouble loading, and with the help of some players found the cause of this. It turns out that in same cases, the frame rate is actually too high which somehow causes the game to choke on the level load. Best practices are to clamp the frame rate during the load process, then open up the frame rate to max after the load completes, which is what is applied to this version.

If you experience any problems loading please reach out to us here. The last thing we want is for you to have any trouble playing and experiencing the game.

Sincerely,
-Brian
Osiris: New Dawn - brian
Hey explorers! OK, so we've been looking into this 0% loading issue and found a couple of reasons this may be happening for some players. Not only did we solve these, but we added more detail in the loading sequence so that you can clearly see where the game is with loading of data. If after getting this update you are still having problems please contact our support here. We want to help.

As exciting as load meters are, we've done a bunch more since Friday. Lots of various clean up throughout the game, including adding back in the creature health indicators (though we may eventually make this a suit upgrade) and Drone controls on the map are working again (our bad on that one, slipped through the cracks!). Here's the full list:

Change List
Added - Proper location names for Aziel
Added - Improved Aziel planet rendering
Added - Improved Zer planet rendering
Added - More detail on loading levels in readout
Added - Creature health indicator is now back on
Added - Set all planets to have proper map location names

Changed - Set VSync back on for now, may create an option for this
Changed - Temporarily turned off creature foot camera shake
Changed - Texture and sound optimizations
Changed - Aziel terrain specularity adjustments
Changed - Limited Compass to display up to 3 names on merged markers

Fixed - Solved 0% loading error
Fixed - Droid control panel in the map is once again operational
Fixed - Minimap now turns back on when exiting dungeons
Fixed - After death, player's animation state is now properly reset
Fixed - Removed all colliders in Main Menu
Fixed - Increased resolution of melee crosshair
Fixed - Particle lighting to gather correct location settings
Fixed - Reticle displaying at player death
Fixed - Particles to show correct color per planet
Fixed - Cleaned up extra colliders in all dungeons
Fixed - Simplified carrot collider
Removed - Unused heat triggers in Aziel trench

In the meantime, we're chipping away at more story integration, controller support, and creature AI upgrades. So, lots to do!

One of my favorite movie tags of all time:
"In space no one can hear you scream"
-Brian
Osiris: New Dawn - brian
Hey explorers! Yet another update this week for you. This latest version features a nifty way to reverse engineer items in your inventory. To try it out, use the Workbench to "Recycle" any item to various parts. So far we have found this to create interesting emergent gameplay scenarios and really gives the feeling of resourceful-ness while also contributing to a feeling of being "sciency".

Build Goals are now on a new Right Click menu to easily select and deselect buildables you are working towards. Building Structure Walls is faster and easier, and Tools now display their Harvest classification.

In addition to that we fixed up some loading and memory issues some people were seeing, plus added more polish and fixes along the way.

Change List
Added - New Item Recycle system, allowing the dismantling of items for various resources
Added - Low Tech Recycle, High Tech Recycle, and Metallurgy as unlockable abilities to the skill tree
Added - Workbench now supports Basic, Low Tech, and High Tech recycling
Added - Forge now supports Metallurgy (Alloy recycling)
Added - Tools inventory buttons now show Harvest Type such as Sharp, Blunt, Surgical
Added - Support for adding and remove Build Goals through Right Click Menu

Changed - Turned off colliders on Space Station Airlock doors when opening and closing
Changed - Inflatable Dome Kit now requires 4 Cloth Bundles instead of 1
Changed - Removed Space Debris conversion recipe from Furnace (replaced by Recycle system)
Changed - Removed Scrap Hinge conversion recipe from Workbench (replaced by Recycle system)
Changed - Kitchen is now unlocked by building a Habitat
Changed - Bin and Smart Bin are now unlocked by building a Bio Dome
Changed - Inflatable Dome now replenishes 30 hit points when activated
Changed - All Huts now replenish 15 hit points when activated
Changed - Bed now fully replenishes hit points when activated
Changed - Set player to die if falling from a really high distance
Changed - Adjustment to Sprint speed to be a little more realistic

Fixed - 0% loading hang and crash in most instances, greatly improving load times and game memory usage
Fixed - Optimized colliders within Proteus mines and dungeons
Fixed - Huge Bug fixing pass on Proteus Mines and Hives
Fixed - Dungeon teleport routing issues on Proteus
Fixed - Instances where the game would soft lock when canceling placing an item mid-build
Fixed - Tool Redicle on building structure walls
Fixed - Mouse button click bug when building walls
Fixed - Build Buttons now show green if recipe is in inventory
Fixed - Stopped player movement while building a structure or wall
Fixed - Build events now complete instantly
Fixed - Walls should now properly refund all costs when dismantled
Fixed - Highlighter now properly displays when looking at a Workbench
Fixed - Missing materials on crashed satellite
Fixed - Small Crates are once again interactable
Fixed - Highlighter should now properly display on Small solar panel
Fixed - Repairable Buggie should no longer duplicate when repaired
Fixed - Stim unit recipe now fits within 4 item slots
Fixed - Adjusted space depth of field to proper settings

Removed - Outdated Survive and Collect Beetle Balls missions that were uncompleted

Be sure to check out this version and the new Recycle mechanic in the WorkBench, and enjoy all the polish we continue to put into the game!


"Comb the desert! Do you hear me? Comb the desert!!!"
-Brian
Osiris: New Dawn - FromFenixFire
Hey explorers! We quietly released this version yesterday which comprises the past few weeks and graduates to the Main Branch. There's a lot of nice stuff in here, such as:

Huge Rate Improvements
Since our gameplay systems have matured we took a pass at frame rate optimizations and found a lot of huge savings. Just get the latest version and enjoy frame rates well above 100FPS on most modern machines!

FOV Slider
Separate adjustments for first and third person, complete with new helmet interior and improved screen FX in first person!

New Underground Areas on Proteus 2
Using the new tech used on the later planets such as Aziel and Zer, we revisited the underground on Proteus and added tons of detail.

Revamped Space Walk
Movement in low orbit has never been better, and both first and third-person modes have been upgraded.

Full Screen GPS
An expanded map system with more tools allows you to find what you're looking for. You can also place Map Markers through the right-click menu.

Change List
Added - Full-screen GPS
Added - Movement while in UI modes
Added - Big optimization pass
Added - Fullscreen support for GPS panel
Added - New progressive buildable unlock system
Added - Map Markers to Mini Map
Added - FOV slider to first-person camera
Added - FOV slider to third-person camera
Added - Variants of Meteors to drop all types of ores
Added - Updated Proteus 2 Mine Art
Added - Another art pass for Hives
Added - Roll for spacewalk
Added - Near camera for improved first-person detail
Added - Key binding to inventory equip slots
Added - Key Binding option back into in-game Options Panel
Added - Moving HUD, based on camera rotation
Added - Option to turn off ambient camera movement
Added - AimIK to CrabMonster
Added - Max time parameter to Seek task to prevent getting stuck in rocks when backing up
Added - Weather volume to sound mixer
Added - Slider to weather volume
Added - Post-processing volume to near camera
Added - Prefab for game settings UI
Added - Tool materials
Added - Space dust to increase movement visibility while in space
Added - Updated news screen with notification about build progression system
Added - Collision LOD system
Added - LOD fading shader
Added - Collision optimizations for dungeons and low orbit
Added - Collision optimizations to all minerals
Added - New textures to Proteus ground
Added - Sound to on person crafting
Added - New interior helmet art
Added - Optimized first-person helmet interior
Added - Helmet interior to first-person camera rig
Added - Improvements to first-person helmet interior
Added - New rotation methods for directional and strafe rotation to AI
Added - Configured all movement behavior tasks to properly utilize the interface rotation method
Added - Optimized Sand Dunes
Added - Scalar to creature species animation speed
Added - Minimap to HUD
Added - Right-click menu to Map Buttons
Added - All mineral descriptions to Map panel
Added - More Entry points for cave systems
Added - Creatures Zones now spawn different creature sets depending on location and time of day
Added - Readded and improved support for specific spawn groups to Creature Zones
Added - Decorated mine entrances
Added - Far LOD management for persistent objects
Added - Meteors now fall on Lutari, and at a much higher rate than on proteus
Added - Additional light to the top of the Spaceship to better highlight it at night when it's headlights are on
Added - Assault Rifle to random loot crates
Added - Automatic unlocking of already placed buildables
Added - Unlock icon to build buttons to denote buildables that unlock additional tech tree stages
Added - Custom option to toggle new Progression Buildable Unlock system
Added - Crude Battery craftable in the Workbench that can power the flashlight at 25% efficiency
Added - Power Cells can be used as a power source for the flashlight at 50% efficiency
Added - When Flashlight energy is depleted, an emergency light on the suit will now activate, providing a small amount of light just around the suit
Added - Entry trigger to all huts to make third-person interaction easier
Added - Teleport feature to Third Person Camera for going in and out of dungeons
Added - Event to respawn to properly display all scenery
Added - Mouse over the display to inventory
Added - Support for hand-placed manually configured repairables for use in missions
Added - More features to voice log system for use in missions
Added - Entrances and exits to all mines on Proteus 2
Added - Hit interaction to rock walls

Changed - Tweaked hunger and thirst drains
Changed - Improved first-person camera springs to higher frame rate
Changed - Optimized HUD to one canvas
Changed - Set build item to move much snappier
Changed - Optimized minimap
Changed - Widened compass
Changed - Optimized all mineral colliders
Changed - Optimized all environment base colliders
Changed - Optimized all Proteus 2 environment rock colliders
Changed - Removed the need to crouch when walking down a slope
Changed - Optimized all plant colliders
Changed - Proteus fruit and berry balance tweaks
Changed - Up res pod and map textures
Changed - Various UI layout changes
Changed - Optimized sand dunes
Changed - Updated all creature prefabs and creature behavior trees to utilize proper rotation speeds and styles
Changed - Optimized various creature calculations to improve framerates
Changed - Optimized various vehicle calculations while they are not piloted to improve framerates
Changed - Ground fitter on creatures to be more performant and look a bit less robotic, more organic
Changed - Skeliopod sped up rotations
Changed - Lower worm earthquake intensity
Changed - Improved third-person camera and movement in space
Changed - Improved first-person camera and movement in space
Changed - Improved camera orientation when switching modes while in space
Changed - Turned off weapon unequip while in space
Changed - Now that wreckage crates are persistent, they can be opened after they have been emptied, previously they could only be salvaged
Changed - Improved build particle to be more vibrant
Changed - Adjusted all first-person items, weapons, and tools to use the new camera
Changed - DOF to slightly fade from near focus on first-person arms
Changed - Updated Rover salvageable model
Changed - Updated and optimized salvage satellite
Changed - Updated Item, Structure, and Utility icons
Changed - Updated Tool Melee items with better art
Changed - Updated Tool Icons
Changed - Updated Structures/BuildIcons with Particles and Sounds
Changed - Updated Aziel Occlusion data, low orbit atmosphere, and planet art
Changed - Updated Aziel Rock materials
Changed - Optimized creature despawn check
Changed - Reorganized buildable unlocks to be in a few large stages instead of smaller unlock paths, allowing more freedom in the progression
Changed - Creatures will once again spawn at all times of the day, different creatures will spawn at different times
Changed - Improved look sensitivity with a game controller
Changed - Moved a creature spawn zone that intersected with a spawn point to instead be nearby
Changed - Moved a few creature zones to ensured each spawn point has at least 1 nearby spawn zone
Changed - Increased size of Battery charge meter in HUD
Changed - Disabled creature dust particles at night until their lighting is fixed
Changed - Improved Buggie UI
Changed - Improved Buggie sound
Changed - Improved Buggie handling and wheel sizes
Changed - Adjusted Drone Map UI
Changed - Meteors are now more common on Zer
Changed - Reduced prevalence of Radar Scanner in loot crates
Changed - Increase prevalence of Broken Wires in loot crates
Changed - Branches now have less weight
Changed - Leather now has less weight
Changed - Space Debris Chest now has 18 inventory slots
Changed - Silver material to more shiny
Changed - Weather sounds now fade faster to keep up with visuals
Changed - Increased size of unlock icon on the build button
Changed - Various Texture optimizations
Changed - Optimized various sounds
Changed - Updated Aziel Mines and updated wall/floor materials
Changed - Updated Aziel Distance Terrain
Changed - Optimized Aziel terrain
Changed - Optimized Lutari terrain
Changed - Optimized Proteus 2 terrain
Changed - Optimized establishing shot camera
Changed - Optimized Proteus 2 world art scene
Changed - Increased flight speed of Flying Skeliopod
Changed - Map icons buttons to click instead of mouseover
Changed - Adjusted Arachnoid IK values
Changed - Added improved transitions to Crab Monster animations

Fixed - Fixed broken Forge Upgrades
Fixed - Moving inventory off an equip slot now forces the player to unequip an item
Fixed - Alien Population slider is now respected and will multiply how many creatures are spawned from Creature Zones
Fixed - Flashlight energy is now persistent and no longer resets upon login
Fixed - Added additional colliders to the rear legs and the underside of the Colossus so it is easier to hit while near the creature
Fixed - Repairable colliders should now properly reenable when the player is nearby
Fixed - Player death animation now properly plays
Fixed - Battery meter now properly displays battery charge
Fixed - Clock in HUD now displays correct in-game time
Fixed - Proficiencies are now properly visible within the skills screen
Fixed - Spelling error for Fluorine in many locations
Fixed - Moved space debris on proteus that was stuck inside rocks
Fixed - Small Crates Appliance should be easier to interact with
Fixed - Repairable colliders should no longer randomly be disabled
Fixed - Should no longer spawn beneath a structure when logging out inside or above said structure
Fixed - Repaired structures are now properly unlocked as buildables after repaired
Fixed - Undiscovered structures can now be properly examined
Fixed - Crab scythe should now properly inflict damage on all intended targets
Fixed - Dismantling buildables with upgrades in the same session they are crafted should now properly return all used items
Fixed - Set map screen canvas size to properly border icons
Fixed - Set Easter Egg icons to appear on the map
Fixed - Various errors that were causing players to be unable to load their worlds
Fixed - Hydrocarbon Solution interactions
Fixed - Weapon and tool interaction when item lost durability
Fixed - Red Berry Tree collision with LOD system
Fixed - Gem Leaf fruit should no longer fall through the map
Fixed - Autowalk will now properly walk instead of sprint
Fixed - Wreckage loot crates are now properly persistent and will not respawn after a relog
Fixed - Logging out in dungeons now properly returns you to the entrance when loading back in
Fixed - Potential fix for creatures not spawning in multiplayer
Fixed - Creature zones will now properly spawn creatures while the player is within a vehicle
Fixed - Camera bob in space
Fixed - Camera bob on weapons in space
Fixed - Melee weapon animation in space
Fixed - Exiting space ship in space with proper orientation
Fixed - Drills should now attract a correct assortment of enemies on all planets while drilling the core shaft
Fixed - Some instances of autosaves failing
Fixed - Numerous instances of localization bugs in GUI
Fixed - Numerous errors reported by our backend tool
Fixed - Shovel when looking down sights
Fixed - Adding missed LODs on objects throughout proteus2
Fixed - Lessened range of third-person FOV Zoom
Fixed - Potential fix for malware warning concerning open localization folder button
Fixed - First-person layer sorting when getting in and out of vehicles
Fixed - Screen FX sorting for new first-person rendering
Fixed - Droid passive particles not disabling on death
Fixed - Hunger warning will no longer display eat in pressurized structure when it is not a requirement
Fixed - Errors caused by the repair droid repairing while a structure is dismantled
Fixed - Errors propagating from the spawning of unfinished creatures
Fixed - Potential issue causing creatures to sometimes become desynced between clients
Fixed - Errors arising during creature death, potentially causing bugged invincible enemies
Fixed - Error when reopening language panel
Fixed - Prevented Autosave from occurring while leaving the game to prevent data loss
Fixed - A few errors appearing during unsetting a build goal
Fixed - Errors arising from highlighting a vehicle on the map
Fixed - Errors with auto crafting causing storage instability
Fixed - Errors with network propagation of creatures, fixing some instances of creature desync
Fixed - Errors caused when using any repair tool on wreckages
Fixed - Various errors arising from the use of some weapons
Fixed - Errors intermittently being thrown when extracting gasses from geysers
Fixed - Rotation issues with CrabMonster
Fixed - Resources with duplicated mesh issue
Fixed - Deleted old rover mesh that was causing a duplicated mesh issue
Fixed - Player should no longer spawn within rocks or under structures after loading back into the world
Fixed - Creature zones will properly spawn while the player is in a vehicle, correctly this time
Fixed - All buildables are now unlocked by default in creative mode
Fixed - Interaction sounds on utilities are now played when interacting with them instead of just looking at them
Fixed - Set up movement to not move while in console or pop up modes
Fixed - A bug where the weather would never go back to sunny after hazy
Fixed - Rename popup should now properly ignore unintended key input
Fixed - Crash when looking at crates
Fixed - Rotations on item crates
Fixed - Set all rock materials to opaque by default
Fixed - Chat panel will no longer appear in singleplayer after the player is killed

Removed - Camera shake in spaceship when entering the atmosphere

So a stealthy little main branch update with a lot of nice adjustments and improvements! We hope you dig it! Be sure to reach out as always and we'll see you on the next one.


"You will refer to me as 'idiot' not 'you captain'!"
-Brian
Osiris: New Dawn - FromFenixFire
*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.



Hello brave explorers! We have another Experimental Build for you this week with lots of nice additions and polish. We had lots of conversations with you over our channels of what worked and what didn't in last week's build, and I think we found some excellent solutions!

Minimap and Map Markers
The mini-map is back with new features, the map now shows your placed markers. Simply right-click on any marker in the GPS to designate it as either Marker 1 or Marker 2, and these markers will display on your Minimap. You also have full Latitude and Longitude lines from before, and the map is a little smaller and more transparent, so it satisfies the goal we had to reduce its impact on the overall scene and exploration.

Creature Spawning
The day and night change from last week was a good experiment since it showed us that nights full of aliens is the right feel, but agree that it felt there was missing during the day.
We added a lot of detail to how and when various creatures would spawn through the day and night, and went through and adjusted all the creature spawns throughout the entire game. This allowed us to really dig into the ecosystem of the alien life, adjust what creatures appear where and when, which gives the world a more natural feel.

Unlock System and Proficiencies
We decided we like the Unlock System of buildables and revised the unlock logic further. We also added a unlock hint in the corner of each buildable that unlocks other buildables, which gives a nice subtle hint that these objects can be valuable to create.

We also added the Proficiency Points to the Skill Tree screen. How you receive skill points is still being decided - we may more this into an overall "Level Up" event, but for now this is a nice subtle evolution of this system.

Proteus 2 Mines and Hives
We've been building up the art for these for a while now, and are so happy to share these new beautifully dark and dank underground dungeons with you! We added a lot of dungeons to the world too. And there are multiple entrances and exits. And they're sprawling. And they're full of dangerous creatures!

Smaller Things
There's lots more, like a crude battery that can be made inexpensively to power your flashlight, and an Emergency Light that automatically illuminates if your flashlight is empty. Lots of little bug fixes and polish. FINALLY fixed that pesky bug where you unequip when dragging inventory out of an equip slot. Lots of things like that.

Change List
Added - Minimap to HUD
Added - Map Markers to Mini Map
Added - Right-click menu to Map Buttons
Added - All mineral descriptions to Map panel
Added - Updated Proteus 2 Mine Art
Added - Another art pass for Hives
Added - More Entry points for cave systems
Added - Creatures Zones now spawn different creature sets depending on location and time of day
Added - Readded and improved support for specific spawn groups to Creature Zones
Added - Decorated mine entrances
Added - Far LOD management for persistent objects
Added - Variants of Meteors to drop all types of ores
Added - Meteors now fall on Lutari, and at a much higher rate than on proteus
Added - Additional light to the top of the Spaceship to better highlight it at night when it's headlights are on
Added - Assault Rifle to random loot crates
Added - Automatic unlocking of already placed buildables
Added - Unlock icon to build buttons to denote buildables that unlock additional tech tree stages
Added - Custom option to toggle new Progression Buildable Unlock system
Added - Fullscreen support for GPS panel
Added - Crude Battery craftable in the Workbench that can power the flashlight at 25% efficiency
Added - Power Cells can be used as a power source for the flashlight at 50% efficiency
Added - When Flashlight energy is depleted, an emergency light on the suit will now activate, providing a small amount of light just around the suit
Added - Entry trigger to all huts to make third-person interaction easier
Added - Teleport feature to Third Person Camera for going in and out of dungeons
Added - Event to respawn to properly display all scenery
Added - Mouse over the display to inventory
Added - Support for hand-placed manually configured repairables for use in missions
Added - More features to voice log system for use in missions
Added - Entrances and exits to all mines on Proteus 2
Added - Hit interaction to rock walls

Changed - Reorganized buildable unlocks to be in a few large stages instead of smaller unlock paths, allowing more freedom in progression
Changed - Creatures will once again spawn at all times of the day, different creatures will spawn at different times
Changed - Improved look sensitivity with a game controller
Changed - Moved a creature spawn zone that intersected with a spawn point to instead be nearby
Changed - Moved a few creature zones to ensured each spawn point has at least 1 nearby spawn zone
Changed - Increased size of Battery charge meter in HUD
Changed - Disabled creature dust particles at night until their lighting is fixed
Changed - Improved Buggie UI
Changed - Improved Buggie sound
Changed - Improved Buggie handling and wheel sizes
Changed - Adjusted Drone Map UI
Changed - Meteors are now more common on Zer
Changed - Reduced prevalence of Radar Scanner in loot crates
Changed - Increase prevalence of Broken Wires in loot crates
Changed - Branches now have less weight
Changed - Leather now has less weight
Changed - Space Debris Chest now has 18 inventory slots
Changed - Silver material to more shiny
Changed - Weather sounds now fade faster to keep up with visuals
Changed - Increased size of unlock icon on the build button
Changed - Various Texture optimizations
Changed - Optimized various sounds
Changed - Updated Aziel Mines and updated wall/floor materials
Changed - Updated Aziel Distance Terrain
Changed - Optimized Aziel terrain
Changed - Optimized Lutari terrain
Changed - Optimized Proteus 2 terrain
Changed - Optimized establishing shot camera
Changed - Optimized Proteus 2 world art scene
Changed - Increased flight speed of Flying Skeliopod
Changed - Map icons buttons to click instead of mouseover
Changed - Adjusted Arachnoid IK values
Changed - Added improved transitions to Crab Monster animations

Fixed - Moving inventory off an equip slot now forces the player to unequip an item
Fixed - Alien Population slider is now respected and will multiply how many creatures are spawned from Creature Zones
Fixed - Flashlight energy is now persistent and no longer resets upon login
Fixed - Added additional colliders to the rear legs and the underside of the Colossus so it is easier to hit while near the creature
Fixed - Repairable colliders should now properly reenable when the player is nearby
Fixed - Player death animation now properly plays
Fixed - Battery meter now properly displays battery charge
Fixed - Clock in HUD now displays correct in-game time
Fixed - Proficiencies are now properly visible within the skills screen
Fixed - Spelling error for Fluorine in many locations
Fixed - Moved space debris on proteus that was stuck inside rocks
Fixed - Small Crates Appliance should be easier to interact with
Fixed - Repairable colliders should no longer randomly be disabled
Fixed - Should no longer spawn beneath a structure when logging out inside or above said structure
Fixed - Repaired structures are now properly unlocked as buildables after repaired
Fixed - Undiscovered structures can now be properly examined
Fixed - Crab scythe should now properly inflict damage on all intended targets
Fixed - Dismantling buildables with upgrades in the same session they are crafted should now properly return all used items
Fixed - Set map screen canvas size to properly border icons
Fixed - Set Easter Egg icons to appear on the map
Fixed - Various errors that were causing players to be unable to load their worlds
Fixed - Hydrocarbon Solution interactions
Fixed - Weapon and tool interaction when item lost durability
Fixed - Red Berry Tree collision with LOD system
Fixed - Gem Leaf fruit should no longer fall through the map
Fixed - Autowalk will now properly walk instead of sprint

I just want to say thanks to all the players (on Discord especially) who jammed with us this past week. There was a lot of passion, especially last weekend, and the collaborative effort we've had with you this week was great. There was a lot of truly valid criticism and we very much respect that, as we always welcome fruitful discussions about design. This is what we do, and we love what we do!

Anyway, enough of the sappy stuff. For now, please enjoy our latest Experimental Build!


"I see your point, sir. I suggest a new strategy, R2. Let the Wookiee win."
-Brian

Hey, streamers! Reach out to us here!
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.



Hey explorers! We focused much of this week to performance, and we found a lot of savings! Not to get too technical, but physics tree calculations were eating up 30fps, and the various UI canvases were eating another 20fps. Basically, we cleaned up a bunch and gained a very significant frame rate boost!

LOD Fading
Unity has a fancy LOD system that actually works well and is performant, but does not have a native shader to handle the fade. We augmented this feature to allow for true dithered LOD fading, which completely removes the ugly LOD popping. On top of that, since it's 1 bit alpha, the LOD shader sorts perfectly with the atmosphere and is extremely fast to render.

VSync Off
We trying something else this week: forcing Vsync to off. This will uncap the frame rate. There's a few artifacts that this caused (like the logo flickering when loading a world) but it's really fun to play at 120 fps!

Crafting Unlock Progression
We are also trying a new progression system to add clarity to the tech tree progression. Simply build from your current build options to sequentially unlock new buildables. We have tried all kinds of fancy unlock systems and gates in the past, but sometimes simple is better. So far, we like the simplified approach, but let us know what you think.

Creatures Come Out At Night
Yet another gameplay balance idea we're testing, is having creatures mostly come out at night. The goal here is to have them start emerging while the sun is setting, then more and more come out under the shade of darkness. Oh yeah, night is a little darker too.

Improved First Person
Lots of updates here. We found the physics springs that run the boyancy on the camera were clamped at 30FPS, creating a jitter. We opened this up to an unlimited speed, which gives the result of silky smooth spring movement in first person. On top of that, we added a nicely modeled helmet interior and cleaned up the DOF settings.

UI Version 3.0
The in game UI got lots of treatment. For instance, you can now move while in menu. There's a status bar on the top, and we'll be making progress on getting more full screen with the UI panels, such as the skill tree. Speaking of skills...

Proficiencies And Stats Are Turned Off
Skills are in and Proficiencies and Stats are out. We'll be building up the Level System with experience points, which will unlock various skills and abilities. Again, we're on a simplification kick this week! So weird.

Change List
Added - New progressive buildable unlock system
Added - Updated news screen with notification about build progression system
Added - Big optimization pass
Added - Collision LOD system
Added - LOD fading shader
Added - Collision optimizations for dungeons and low orbit
Added - Collision optimizations to all minerals
Added - New textures to Proteus ground
Added - Sound to on person crafting
Added - New interior helmet art
Added - Optimized first person helmet interior
Added - Helmet interior to first person camera rig
Added - Improvements to first person helmet interior
Added - New rotation methods for directional and strafe rotation to AI
Added - Configured all movement behavior tasks to properly utilize interface rotation method
Added - Optimized Sand Dunes
Added - Scalar to creature species animation speed

Changed - Tweaked hunger and thirst drains
Changed - Improved first person camera springs to higher frame rate
Changed - Optimized HUD to one canvas
Changed - Set build item to move much snappier
Changed - Optimized minimap
Changed - Widened compass
Changed - Optimized all mineral colliders
Changed - Optimized all environment base colliders
Changed - Optimized all Proteus 2 environment rock colliders
Changed - Removed the need to crounch when walking down a slope
Changed - Optimized all plant colliders
Changed - Proteus fruit and berry balance tweaks
Changed - Up res pod and map textures
Changed - Various UI layout changes
Changed - Optimized sand dunes
Changed - Updated all creature prefabs and creature behavior trees to utilize proper rotation speeds and styles
Changed - Optimized various creature calculations to improve framerates
Changed - Optimized various vehicle calculations while they are not piloted to improve framerates
Changed - Creature Zones now have set hours within the day that they can spawn, proteus creatures are now mostly nocturnal with very few active during daylight
Changed - Ground fitter on creatures to be more performant and look a bit less robotic, more organic
Changed - Skeliopod sped up rotations
Changed - Lower worm earthquake intensity

Fixed - Player should no longer spawn within rocks or under structures after loading back into the world
Fixed - Creature zones will properly spawn while the player is in a vehicle, correctly this time
Fixed - All buildables are now unlocked by default in creative mode
Fixed - Interaction sounds on utilities are now played when interacting with them instead of just looking at them
Fixed - Set up movement to not move while in console or pop up modes
Fixed - A bug where the weather would never go back to sunny after hazy
Fixed - Rename popup should now properly ignore unintended key input
Fixed - Crash when looking at crates
Fixed - Rotations on item crates
Fixed - Set all rock materials to opaque by default
Fixed - Chat panel will no longer appear in singleplayer after the player is killed

Removed - Camera shake in spaceship when entering atmosphere
Removed - Health indicators on creatures

Please check out this experimental build and let us know how we're doing. We hope your feedback is positive at which point we'll graduate this to the Main Branch. In the meantime, controller support and story integration is top of the list for next week!

“It’ll be dark soon and they mostly come at night! Mostly!”
-Brian


No, I don't work at JPL, but making a space game allows me to think I do.
Osiris: New Dawn - FromFenixFire
*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.



Hey explorers! This week adds lots of new features and improvements to spacewalk control. The first and third-person modes have gotten a rewrite to greatly improve moment and viewing while in space. Please check it out and share your thoughts!

We also added full support to change your field of view for first and third-person modes. We’ve had lots of requests for this and are happy to get this over to you.

Additionally, and just for fun, we added this cool secondary effect to the HUD. Again, let us know what you think!

Also, there’s a lot of general polish and fixes, mostly based on community feedback. Here’s the full list!

Change List
Added - FOV slider to first-person camera
Added - FOV slider to third-person camera
Added - Roll for spacewalk
Added - Near camera for improved first-person detail
Added - Key binding to inventory equip slots
Added - Key Binding option back into in-game Options Panel
Added - Moving HUD, based on camera rotation
Added - Option to turn off ambient camera movement
Added - AimIK to CrabMonster
Added - Max time parameter to Seek task to prevent getting stuck in rocks when backing up
Added - Weather volume to sound mixer
Added - Slider to weather volume
Added - Post-processing volume to near camera
Added - Prefab for game settings UI
Added - Tool materials
Added - Space dust to increase movement visibility while in space

Changed - Improved third-person camera and movement in space
Changed - Improved first-person camera and movement in space
Changed - Improved camera orientation when switching modes while in space
Changed - Turned off weapon unequip while in space
Changed - Now that wreckage crates are persistent, they can be opened after they have been emptied, previously they could only be salvaged
Changed - Improved build particle to be more vibrant
Changed - Adjusted all first-person items, weapons, and tools to use new camera
Changed - DOF to slightly fade from near focus on first-person arms
Changed - Updated Rover salvageable model
Changed - Updated and optimized salvage satellite
Changed - Updated Item, Structure, and Utility icons
Changed - Updated Tool Melee items with better art
Changed - Updated Tool Icons
Changed - Updated Structures/BuildIcons with Particles and Sounds
Changed - Updated Aziel Occlusion data, low orbit atmosphere, and planet art
Changed - Updated Aziel Rock materials
Changed - Optimized creature despawn check

Fixed - Fixed broken Forge Upgrades
Fixed - Wreckage loot crates are now properly persistent and will not respawn after a relog
Fixed - Logging out in dungeons now properly returns you to the entrance when loading back in
Fixed - Potential fix for creatures not spawning in multiplayer
Fixed - Creature zones will now properly spawn creatures while the player is within a vehicle
Fixed - Camera bob in space
Fixed - Camera bob on weapons in space
Fixed - Melee weapon animation in space
Fixed - Exiting space ship in space with proper orientation
Fixed - Drills should now attract a correct assortment of enemies on all planets while drilling the core shaft
Fixed - Some instances of autosaves failing
Fixed - Numerous instances of localization bugs in GUI
Fixed - Numerous errors reported by our backend tool
Fixed - Shovel when looking down sights
Fixed - Adding missed LODs on objects throughout proteus2
Fixed - Lessened range of third-person FOV Zoom
Fixed - Potential fix for malware warning concerning open localization folder button
Fixed - First-person layer sorting when getting in and out of vehicles
Fixed - Screen FX sorting for new first-person rendering
Fixed - Droid passive particles not disabling on death
Fixed - Hunger warning will no longer display eat in pressurized structure when it is not a requirement
Fixed - Errors caused by the repair droid repairing while a structure is dismantled
Fixed - Errors propagating from the spawning of unfinished creatures
Fixed - Potential issue causing creatures to sometimes become desynced between clients
Fixed - Errors arising during creature death, potentially causing bugged invincible enemies
Fixed - Error when reopening language panel
Fixed - Prevented Autosave from occurring while leaving the game to prevent data loss
Fixed - A few errors appearing during unsetting a build goal
Fixed - Errors arising from highlighting a vehicle on the map
Fixed - Errors with auto crafting causing storage instability
Fixed - Errors with network propagation of creatures, fixing some instances of creature desync
Fixed - Errors caused when using any repair tool on wreckages
Fixed - Various errors arising from the use of some weapons
Fixed - Errors intermittently being thrown when extracting gasses from geysers
Fixed - Rotation issues with CrabMonster
Fixed - Resources with duplicated mesh issue
Fixed - Deleted old rover mesh that was causing a duplicated mesh issue

Removed - Small collision damaging vehicles

Thanks again for your support and playing! We have a lot to do, so we’re going to get right back to it.

“The only good big is a dead bug!”
-Brian
Osiris: New Dawn - FromFenixFire
Hello everyone! The latest two Experimental Builds have tested strongly and we’re joining them into the Main Branch! In case you’re wondering what is included in this version, here are some highlights and a full Change List:













Change List
Added - Droid Control panel to F3 map screen in PlayerGUI
Added - First pass localization system implementation for various menus in the app
Added - Improved Sentry droid targeting AI to avoid aiming and shooting through obstacles
Added - Improved unstuck AI to droids to allow them to better handle getting stuck during traversal
Added - Various droid minimap icon improvements
Added - Travel to position behavior tasks to all available droid types
Added - Various pathing corrections in droid behavior trees
Added - Reworked compass display to greatly improve system's performance and improve readability
Added - New compass supports merging nearby markers, mostly preventing overlap
Added - Updated Interior of the spaceship with Decals and flight screens
Added - Updated a portion of the Proteus mines
Added - Updated Proteus Hives with new Art
Added - Explosive Icon
Added - Ground turret medium decals and emissive power mesh.
Added - Specific map icon for hovercraft
Added - Summon dev console command to allow manually teleporting vehicles and droids to your location
Added - Destroy dev console command to allow manually destroying vehicles and droids in the world
Added - Event support for damage states on buildable
Added - Fx support for build icons for build completion
Added - Unstuck buttons in Feedback screen to help players when stuck inside objects and when lost in space
Added - Integrated Structures, Utilities, and Vehicles into the map info panel
Added - Expanded 'move to position' command for droids to continue their primary task when reaching the destination
Added - Behavior task for updating home position for droids
Added - Behavior task for spawning a valid/invalid GUI popup message

Changed - Updated more Aziel and Zer planet materials
Changed - Updated Silver prefab to be higher so Bottom Silver Fragments can be accessible
Changed - Buildings will no longer re-anchor (sometimes sink into the ground) when the data is believed to be from a legacy save file, this was also triggering when Mineral world persistence would corrupt
Changed - Improved Sentry droid's gun damage
Changed - Optimized occlusion data to reduce build size
Changed - Updated and optimized vehicle console textures
Changed - Optimized occlusion in caves
Changed - Updated Aziel sky material
Changed - Updated wall defense Prefabs with optimized textures
Changed - Updated wall Icons
Changed - Updated Aziel Atmosphere material and clouds
Changed - Updated Zer and Aziel plants with impact sounds
Changed - Restricted panning and zooming of the minimap to the bounds of the screen

Fixed - Tweaked collision and physics on Buggie so it's less likely to get stuck on terrain or glitch under the world
Fixed - Buggie should be much less likely to launch the player when running into the hood
Fixed - Droids will now properly sync in multiplayer
Fixed - The Elevator within the habitat is now much smoother to ride and can no longer crush the player through the floor of the habitat
Fixed - Riding on or within vehicles is now much smoother
Fixed - Watchtower collision meshes should no longer be visible
Fixed - Incorrect creature spawning in Lutari mines has been swapped for finished creature
Fixed - Compass now properly respects control/ownership
Fixed - Compass markers no longer move with head-bob
Fixed - Compass icons no longer display for currently occupied vehicle
Fixed - Going too far in some directions on Aziel will no longer teleport you back to the origin
Fixed - Salvaging wrecks should now properly network in multiplayer
Fixed - Common FPS hitch when the player takes damage
Fixed - Terrain collider issues on Lutari
Fixed - Lab vehicles and droids are now properly buildable in creative mode
Fixed - A single instance where item duplication was possible
Fixed - Added Custom collider for space station ring module fixing some collision issues
Fixed - Spaceship will no longer get blocked on Aziel when flying around
Fixed - Texture tiling issue on distant Aziel material
Fixed - Lutari cave without a door blocker
Fixed - Typo in fuel cell description
Fixed - Some instances of ice materials not sorting in fog
Fixed - Normal issue with spore texture
Fixed - Build icon material in the spaceship
Fixed - Vehicles duplicating when other players enter a multiplayer room
Fixed - Mineral world persistence corruptions should now be much less likely
Fixed - Wreckages now properly consume resources when being repaired
Fixed - Rotation issues when pathing on Security Droid
Fixed - Droids not canceling their current paths when receiving a new command issue
Fixed - Security droid not correcting path when headed toward the obstacle
Fixed - Instances of built objects, vehicles, and droids from older saves being invisible
Fixed - Spaceship ramp should now properly open when the ship is floating above the ground
Fixed - Ruined base locations on Aziel, Lutari, and Zer should no longer float, duplicate, or reappear
Fixed - Nicknamed objects selected on the map will now show their nickname
Fixed - Creature Health and Attack damage sliders will now properly affect creatures
Fixed - Additional fixed for Sentry Droid pathing tasks and switching between pathing tasks
Fixed - Restricted droid display to owned droids on the map panel
Fixed - Text errors throughout the app caused by the first pass implementation of the localization system

As always, we appreciate your diligence and honesty in communicating to our team all concerns you come across, and what features you would like to see in the game. We enjoy working with you all and hearing from you on our Socials, Feedback Reports, Houston emails, and our Discord. Thank you for helping us make Osiris: New Dawn as great as we possibly can, during our EA development!



"I need a new corporal. You're it until you're dead or I find someone better."
- Brian
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