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 typically upgrade to the primary branch monthly.



Hello explorers! This experimental build includes the new Physically Based Creature AI, along with important gameplay balancing tweaks to shape the overall experience of the game.

Physically Based Creatures
*Note - Larvae is the first creature to get this treatment.

Months in the making, I am proud to introduce our first creature to receive the new AI treatment. What does "Physically Based AI" entail? It means that the creature is treated and processed as a physics object, with all the forces and collisions in the world correctly acting correctly upon it.


What does Physically Based Creatures get us? Creatures will now properly respect defensive walls, structures, utilities and anything that has collision. Creatures can now even be run over by vehicles! Also, no longer restricted to the Pathfinding Navmesh, creatures can now traverse anywhere in the world. It also means we can eventually remove the nav meshes - a huge optimization and will lead to us being able to continue with ground deformation when building large structures.


In addition to driving these creatures by physics, the actual behaviors have also been updated. Larvae will sprint at you when coming in for an attack, circle your base, and back away quickly. They've become feisty little buggers, and this AI system is far more easily expanded and less error prone than solutions we've used in the past.


Creatures are also spawned more at night, creating a "explore by day, defend by night" feeling.



Oxygen Matters Now, A Lot

Automatic replenishing of Oxygen has been moved to a Suit Attachment. This adds value to the attachment while doing something critical to gameplay - you will now be very "tethered" to your base. You will need to really plan your expeditions, going further and further with each stage of your journey. This also adds lots of value to vehicles.

Pod Crash and Furnace Now Give Oxygen

To balance the Oxygen usage, the crashed Pod contains two tanks on board that can be forever used to refill some oxygen. Once you build a Furnace, it refills your oxygen even more. Of course, once you have a HAB or enclosed vehicles like the Rover oxygen will be fully replenished.


Overall, we find this gives much more of a feeling of being in space, on another planet, and adds lots of interesting strategy.

Mission Refinements

The opening missions have been tweaked to reflect the various changes and tweaks to the balancing. More tweaking will continue as we go, eventually going into the later "levels" of the game.

Durability is Much More of A Thing

Durability balancing, screen indications, and Repair Tables have all been adjusted to create a feeling of being mindful of your gear and the Maintenace of it. This also reinforces the feeling of safety when back at the base, providing a chance to refill oxygen, fix up your gear, and reinforce your base from attacks.

Workbench Can Now Repair By Default

To balance the updated durability system, repairing has been added to the Workbench inherently. The Repair Table is still an upgrade, and now does even more repairing per repair usage, adding a time saving value to the upgrade.

Discovery Harvesting Yields Are Now Unlocked

Keeping the act of Discovering by interacting for the first time, we went ahead and removed the locks per weapon type to allow for strategy when approaching a plant or creature. Using various weapons and tools will yield different resources, and it makes sense that as a scientific explorer this information would be included in the discovery.

Dust Storms Now Damage Structures

Furthering the feeling of maintenance and the shelter of your base, along with pushing the vulnerability and dangers of survival on a distant planet, damage by weather pattern has been added. The dust storms on Proteus 2 now can damage your base objects, and Maintenace of these objects will be vital to your survival.


This also sets up possibilities for more skills and tool advantages, like being able to repair past 100% or being able to build objects that are impervious to storms.

Clearer Interactions


Just some nice quality of life displays to illustrate how much time until an action can occur, or how many objects left in a tree.



Updated Main Menu

Lots of polish on the Character Select Screens across all the modes, along with clean up of the Options area.

Updated Language Localization

Working with our community, the language files have been updated. As development occurs, new words need to be added to localization, so you still might see some words that remain in English. However, these will all be addressed by the time we leave Early Access.


Minor Balancing Throughout

Many minor balancing tweaks, for example Small Radar Dish range has been slightly expanded.


Lots of Fixes
Stars now display properly in space. Ownership blocking in multiplayer is fixed. Salvaging bugs in multiplayer are fixed. Here's the full list:

Change List
Added build small satellite dish mission
Added Oxygen replenishing feature to Workbench
Added color coding to replenish triggers
Added display to show how much time is remaining on cooldowns
Added color coded info to harvesting amounts of plants and trees
Added support for harvestable segments to be skinned
Added support for crafting tables to have the option of repairing functionality
Added support to get upgrade from buildable objects in code
Added support for durability hit flash on item icons
Added support to display quick slots when receiving a durability penalty
Added Repair tables now display the amount of repair and modifier
Added more intelligent creature spawning to allow balance frequency of encounters and difficulty
Added support to spawn any creature from under the ground
Added legacy AStar support to new AI behaviors
Added proper hit stunning of creatures
Added prop blood spawning when hitting creatures
Added skinning support to consumable items
Added skinning action to player control system
Added further support for skinning creatures across weapon system
Added debug support to display interface object
Added player sounds for getting hurt in various ways
Added grunt sound when taking damage from fall
Added button down holding interface for crafting actions
Added support to play skinning animations on creatures when harvesting
Added support to flash durability penalty
Added and polished fading in and out throughout Main Menu
Added gas to geysers for testing/developing modes
Added support to properly record all structures in save game display
Added support to properly record all utilities in save game display
Added support to damage structures during weather patterns
Added support to change brightness of stars based on location and time
Added creature skinning animation in 3rd person
Added structures and utilities icons to properly display in Avatar Selection screen
Added Larvae animations
Added upgraded blood FX to creature hits

Changed Updated localization files
Changed Updated Main Menu
Changed Updated Character Select screen in Main Menu
Changed Updated language interface in Options
Changed Updated Options interface
Changed Updated Key Binding interface
Changed Updated Server Buttons in Main Menu
Changed Updated Character Buttons in Main Menu
Changed oxygen no longer replenished automatically
Changed Improvements to Mission Interface
Changed Improvements to inventory object icons
Changed Updated terrain files
Changed Rebalancing of crash site pod objects
Changed Minor adjustments and fixes to some structures and vehicles
Changed Small Satellite Dish now has a larger detection radius
Changed Reordered intro missions slightly
Changed Minor changes to recipes in Workbench
Changed Forge required much less to build
Changed Ghost and Sentry have been upgraded to retro fit the new AI system
Changed Charred Alen Bits now give more nutrition
Changed Oxygenator now can refill oxygen completely
Changed Updated Larvae to new physically based AI
Changed Updated Player to include all new systems
Changed Updated repair table function to work with all systems
Changed utility upgrades to build automatically and not need the blueprint interface
Changed creature indicators to only display health when hit
Changed Improved knockback on creatures
Changed Improved death ragdoll on creatures
Changed Increased durability usage when firing guns
Changed Increased durability usage when repairing and salvaging
Changed Balancing of player sound
Changed Less player breathing in idle and low impact states
Changed More player breathing sound when hurt or in danger
Changed Increased heart sound during stamina penalty
Changed Increased footstep sounds
Changed Lessened amount of hunger and oxygen used when using melee weapons and chisels
Changed balancing of durability rules
Changed Set Player Leveling to have a more steep XP curve
Changed mouse cursor to no longer turn off in map mode or in character rotation
Cleaned up game hints in load screens
Changed Hut and Bed saving text to "Save Successful" instead of "Location Saved"
Changed Improved 3rd person character animations
Changed Improved starting and stopping in 3rd person
Changed Audiomixer settings for player sounds
Changed Updated soundtracks for all levels
Changed Updated particle shaders
Changed Updated blood shaders
Changed Updated all Geyser Particle Systems
Changed Updated grass shaders

Fixed data saving on Crash Site
Fixed Zinc mineral LODs no long pop
Fixed Furnace now has proper icons for all upgrades
Fixed Workbench upgrade icons
Fixed to Crash Site object save game data
Fixed durability usage on equipped items
Fixed Clean up of one shot audio functions
Fixed null instances on PF particle systems
Fixed creatures spazing out in ragdoll form
Fixed Clean up of new AI system debug target indicators
Fixed Cleaned up durability system on inventory objects
Fixed left hand in IK system when holding rifles
Fixed to Timed Destroy function
Fixed Cleaned up creature damage system to show particles
Fixed Cleaned up planet names displayed from save games
Fixed Minor material fixes

Removed Royalty Free Music
Removed Collect hide mission
Removed the building of kits for various objects
Removed ownership on repairable objects for now
Removed storage ownership for now
Removed notice that oxygen is replenishing
Removed unneeded debug log
Removed harvesting locks after discovering new plant or creature
Removed ownership on fuel systems
Removed ownership when salvaging
Removed unneeded collision detection from interface system
Removed vehicle ownership for now
Removed ownership on elevators for now
Removed ownership from repairing structures

Overall, this update marks a very important move in the design of the game by clarifying the gameplay and emphasizing the survival aspect. The goal here is to not make it "harder", but to add strategy, goals, and a feeling of advancement through the experience.

We will be continuing down this path by furthering the missions, upgrading more of the creatures, balancing the economy, and folding in the story as development continues. All in all, I've personally never been more excited about the potential of the final experience for the game as I am now, and I've been working on this project for over 10 years!

As always, feel free to chat on our Official Discord Server .

-Brian



Always remember, your focus determines your reality.
- Gearge Lucas
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 typically upgrade to the primary branch monthly.



Hello explorers! We have some nice quality improvements for you today, along with some important groundwork for things to come.

Ground Deformation
*Note - The Inflatable Dome is the first (and currently only) structure to get this treatment.

We are experimenting with deforming the ground when building structures. When building a structure, the ground becomes level and smoothed out around the base of the structure and any grass around the structure is also removed. This will greatly open up the amount of locations bases can be built, along with being able to build larger bases with many interlocking hallways and modules.

Dynamic Suit Readings

The Scientist Class backpack has been outfitted with the latest tech to display your vitals directly on the suit itself. Suit Breach, Oxygen Amount, and Health amount are now all displayed dynamically on the back of your suit.

3rd Person Animations
Player movement animations such as run, sprint, stop, strafe, and idle are properly animated and smoothed for a much more polished 3rd person experience. The Melee stance has also been removed.

Cinematic Camera

We now have support for Cinematic Camera moves in gameplay (single player modes only) and added this to the Intro Sequence.

Camera Zooming

Right clicking in game will zoom in and view the environment in both first and third person modes.

Improved Interactions

Lots of minor, but important clean up, fixes, and polish to the outlining, interact menus, cursor and center indicator have been added.

Updated Main Menu
Getting back to our "Classic" Main Menu background, we've begun work on the final Main Menu interface. This has started with a more streamlined and minimal look, along with nice smoothing and fades between screens. We'll be refining this further as we go.

Updated to Latest Unity
We've updated the entire project to the latest Long Term Support Unity Version, allowing us to explore some new technology, optimization, and graphics improvements to the game.

Change List
Added Ground Deformation for Inflatable Dome
Added support to remove grass when building
Added Suit readouts to backpack for Scientist
Added interaction context menu for Fabricated objects
Added fade in and out during character select in Main Menu
Added support to remove cursor when viewing characters in Menu
Added support to removing cursor when navigating the map in Map mode
Added support to adjust first person camera sway
Added Foot IK interpolates in based on movement speed, reducing foot artifacts while climbing
Added Water interaction
Added Both camera modes can now zoom to see into the distance
Added Footsteps now create dust
Added cinematic camera shot of Pod destruction

Changed Outlining is not more selective based on what mode or tool you are using
Changed cleaned up always up redicle activations
Changed updated suit breach overlay
Changed Highlighting of objects is now more clear, based on if you have a tool equipped
Changed Cleaned up Main Menu avatar load screen
Changed First Person Bob values for less roll and more step movement
Changed Hover IK is now smoother
Changed version of Unity to latest LTS
Changed Larvae is temporary replaced Larvae with the Skeliopod

Fixed Main Menu multiplayer mode selection interface for new layout
Fixed fire reappearing on crashed pod when returning to game
Fixed First Person camera is now more smooth
Fixed Pod save on first play
Fixed Missions not appearing on subsequent plays
Fixed Center Indicator in opening Tutorial
Fixed Center Indicator while running
Fixed Center Indicator when returning to game
Fixed destruction fire no longer displays on subsequent plays
Fixed running up steep hills no longer accelerates you
Fixed Repairable objects no longer have an Inspect option of no details are given through design

Removed Early Access text from all menus
Removed step in avatar screen in Main Menu

As always, feel free to offer feedback on our Official Discord Server . In the meantime, we will be moving onto the next batch of material and improvements.

-Brian



What have you become?
- Obi Wan Kenobi
I am what you made me.
- Darth Vader
May 31, 2022
Osiris: New Dawn - brian
Hello explorers! After vigorous testing throughout the month we're happy to report that we are graduating the new multiplayer Crossplay feature to the Main Branch! This means that we have support for both public and private universes to work across platforms.

Added - Crossplay multiplayer support
Fixed - Load error reported on Quadro graphics cards

Happy playing!

-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 explorers! We pushed a new update today for our Crossplay multiplayer tests and wanted to fill you in on what is around the corner.

Crossplay Multiplayer
We've spent a good chunk of time these past two months preparing to launch on the Epic Games Store. I'm happy to report that we are very close to completing this phase and all our recent tests have been performing perfectly. With this (almost) complete we can focus our efforts back on the next round of updates. Speaking of....

New Update In The Works
We've been working on a large set of features and content for our next update. This material includes AI behaviors, improved creature animation, improved player animation, and more missions and story elements. We've also been playing with new large (64K) maps, terrain deformation, and a new Power System for connecting and linking power to all structures from power utilities such as Solar Panels and testing to see how feasible this is in a live build.

As usual, we will start updating the Experimental Branch with the new material and eventually graduate to the Main Branch once everything ready and stable. Anyway, that's all for now - time to get back to it! Be well, stay safe, and enjoy.

-Brian



In my experience, there is no such thing as luck.
- Obi Wan Kenobi
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 explorers! Thank you for making the Voyager Update a huge success! It's been great to welcome new players to the Gliese 581 system and to have our long time supporters come back to cheer us on. A huge thanks to all of you who have supported us and what we're building with Osiris: New Dawn!

Anyway, in case you missed it we got a patch out a couple of weeks back that handles that weird "Multiplayer in Single Player" thing. Luckily, it was just a small oversight on our end and an easy fix. Since then we've been working in quite a few areas, including cross platform multiplayer.

Super short change list this time, but we needed to isolate this feature for testing purposes.


Change List
Added - Interface and backend for sending and receiving cross play Private Universe invites.


Beyond this we're preparing the next round of updates, which focus on an AI/animation pass and a level design/mission pass, which should start trickling out soon. Also, there's been a lot of requests for larger worlds, and so we've been testing 16K and 64K sizes to see if this is in the realm of possibility. Happy playing, live well, and stay safe!

-Brian



The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.
Apr 1, 2022
Osiris: New Dawn - brian


Hello explorers! We've had another very successful round of Experimental builds and are now graduating them to the Main branch, which we're calling the Voyager Update!

Passenger Vehicle Space Travel



We've hammered on multiplayer and are proud to announce we have vehicular travel across planets with passengers! Needless to say, we're very excited about this - it's been on our roadmap forever and we're so glad to finally get this in.

Cross Planet Travel



Proteus 2 is our first multimap world. You can now travel to the next side of the world, in a vehicle, on foot, or even with a Space Ship. You can also travel with your friends as passengers of your vehicle.

Space Station Travel Improvements



We touched up the ability to park and save your Space Station above Zer or Proteus 2, in both single and multiplayer.

Proteus 2 Site A Remastered



We also restored the original Proteus 2 Site A map and added it back to the game. We also went ahead and remastered the texturing, lighting, sand dunes, and grassy areas. A nice walk down nostalgia lane, taking in this expansive and beautiful 4K map again.

Smoother First Person Movement



We rewrote how the first person camera moves, allowing for the smoothest camera we've ever had for first person mode.

Zer Changes



Improved light handing of the Blue Dwarf star, and strangely the gravity has increased on Zer.

Better Terrain Sand



Sort of a small detail, but it matters to us so we're calling it out. We increased the depth of how sand gets layered onto the ground, giving a more realistic look to dusty worlds like Proteus 2.

Softer Crafting Progression



Slight balancing to some early game recipes.

Multiplayer GAV



One person drives, the other shoots. Ready to go bug hunting?

Faster Mech and Mecha Crab



They're faster. Much faster. Like, twice as fast. But not too fast - that wouldn't feel right.

Multiplayer Buggie



Passenger and driver are now properly positioned in the Buggie for local and remote clients in multiplayer.

Creature Health Meter



We added the health indicators back in and made some improvements under the hood, making combat feel a little bit better.

Change List
Added - Remastered Proteus Site A
Added - Support for more forms of intraplanetary and interplanetary travel
Added - Support for ground travel between sites
Added - Support for multiplayer ground/space travel
Added - Support for World Boundaries to allow cross planet ground travel
Added - Instanced Grass to Proteus Site A
Added - Color coding to Proficiency upgrades
Added - Sound to showing and hiding Repair Wireframes
Added - Sound to all Tools for affective interactions
Added - Support for Voice Log count alerts
Added - Upgraded OMPA and Mining Bot dust particles
Added - support to show Creator in Private Universe Button
Added - support to show storage amount on Item Icons
Added - support for creatures to pause during cinematics
Added - 6 Passenger seats to the Corsair
Added - "Empty" if Barrel has no contents
Added - support for Low Orbit spawn points
Added - low orbit spawn points to all planets
Added - creatures to Proteus 2 Site A
Added - Proteus 2 Site A Level Design scene
Added - Proteus2A LevelDesign to build settings
Added - Red Berry Trees to Proteus 2 Site A
Added - tool for anchoring objects to the world
Added - Timer on ground lerping for First Person after entering ground
Added - Support for health indicators for creatures
Added - Support for improved first person camera for Pod interior
Added - support for saving and loading persistence files in ScriptableObject form

Changed - Switched world loading to use Loading Screens and transition cinematics to improve game stability
Changed - Increased size of Center Text Alerts
Changed - Removed black border from Large Satelite Dish icon
Changed - Player physical material to be slippery on dynamic objects
Changed - Reduced volume on OMMA
Changed - Rotated ground UV's in Habitat to be square with the first Coupler
Changed - Reduced specularity on Hovercraft engines
Changed - missions no longer reprompt after loading back in from save
Changed - Grass shader to Tint instead of HSL due to graphics glitches
Changed - Reduced specularity on Cryochamber glass
Changed - Avatar Selection button to display PLanet location instead of Server Name
Changed - Zer lighting is less bright
Changed - Zer is no longer low gravity
Changed - Workbench upgrades are no longer mutually exclusive
Changed - Switched out Makeshift Patch Tape with Makeshift Cloth Bundle in all buildable recipes to remove the need to find a Berry early on to build
Changed - Removed Berry collection objective from temporary Sample Plant Life mission
Changed - Increased resolution of collision for Rock 4 on Proteus 2
Changed - Increased sand depth to -1000 on terrain
Changed - Improved sand dunes material
Changed - Improved flying insect wing material
Changed - Force an Asset Save after saving new PersistenceSaveAsset file
Changed - Meteors now properly despawn after 5 minutes to not cause performance issues
Changed - The Giant Worm will no longer spawn within 1 minute of level loads
Changed - Crafted tools requiring Makeshift Patch Tape now only require Makeshift Cloth Bundles
Changed - Optimized vehicle seat model
Changed - Adjusted remote player position for Hovercraft
Changed - Increased speed of MechaCrab
Changed - Increased speed of the Mech

Fixed - Spaceships should no longer get lost during space travel
Fixed - Spacestations should no longer get lost during space travel
Fixed - Vehicles should no longer become inoperable if another player joins the room while piloted
Fixed - Placement markers when placing buildables are now properly networked in multiplayer
Fixed - Zinc can now be found in trace mineral veins on Proteus 2
Fixed - Repairable objects are now properly synced in multiplayer
Fixed - Vehicle headlights are now properly synced in multiplayer
Fixed - Remote pilot position for Buggie.
Fixed - Passenger positioning in Buggie
Fixed - Changed Terrain materials to use distance settings on Terrain asset to eliminate texture patching
Fixed - Rigidbody interpolation to Player for smoother hovering
Fixed - Unintentional continuous weather syncing causing multiplayer slowdown
Fixed - Private universes should now properly be wiped when deleted
Fixed - Private Server button to show players in Universe and World
Fixed - Shower to properly clean player suit and give correct speed burst
Fixed - Remote weapons that were showing extra limbs
Fixed - Improved surface normals on Airlock model
Fixed - Cleaned up decal sorting and improved various materials for Furniture items
Fixed - Dropped/Spawned items now properly network their position to remote clients
Fixed - Spaceship engine rotations should now be properly networked
Fixed - Spaceship should now properly sync position while landing
Fixed - Passengers in the Buggie should no longer collide with the body of the vehicle while inside it
Fixed - When master client switches while a player is joining, new player should now properly load in
Fixed - Smoothed out spaceship engine syncing
Fixed - Spacestations should no longer get lost during travel
Fixed - Spaceship ramp state is now networked to all players
Fixed - Passengers in vehicles no longer collide with pilots on remote clients
Fixed - jitter in First Person Helmet
Fixed - planetside objects appearing while loading in Low Orbit
Fixed - Added fail safe on Meteor explosions
Fixed - jitter in GUI
Fixed - mipping on GUI textures
Fixed - Creatures should now sync much better during combat
Fixed - Remote players will no longer disappear when entering a spaceship interior or getting on an elevator
Fixed - Remote players piloting vehicles will no longer rubberband around the drivers seat
Fixed - borders of Proteus 2 Site A sand dunes
Fixed - Remote seated players should now be visible
Fixed - Vehicle engine spamming the log in multiplayer
Fixed - Intermittent crashing on Zer
Fixed - Items aquired in and around the crashed pod can now be properly recycled withour relogging
Fixed - Patched the hole in Epsilon mine on Proteus 2
Fixed - New private universes created or updated by their owner will now display the owners username
Fixed - Death is now properly synced in multiplayer
Fixed - Other players should no longer display as (Deceased) after they respawn in multiplayer
Fixed - Passengers can no longer initiate travel
Fixed - Arachnoid animator warning
Fixed - PersistenceSaveAsset
Fixed - Singleplayer games are now properly marked as offline and no longer connect other players
Fixed - The player is no longer teleported back to last boarded position when exiting vehicles
Fixed - Meteors should no longer arrive every 10~30 seconds on Lutari
Fixed - Intraplanetary ground travel is no longer possible while within a cave
Fixed - Dungeon entrance on Zer no longer sends the player to the void
Fixed - Extreme number of dropped items within a world will no longer cause all networking to break
Fixed - Players should no longer jitter in vehicle seats in multiplayer
Fixed - Turret on GAV should now properly sync in multiplayer
Fixed - Improved seating positions for SpaceShip Interior for remote Pilot and Passengers
Fixed - Improved resolution of Buggie UI
Fixed - Improved seated animation
Fixed - Proteus A Cinematic Camera position
Fixed - Smoothed out spaceship landing sequence in multiplayer
Fixed - Landing gear no longer rubber bands outside of spaceship while flying
Fixed - Landing gear no longer extends outside of spaceship when landing
Fixed - Passengers will now exit their seat in the proper positions
Fixed - Tool redicle from appearing when going in and out of pause screen
Fixed - Crafting Table Fuel sync in multiplayer
Fixed - Mech animations should now sync in multiplayer
Fixed - Improved remote passenger positions for Rover
Fixed - players disappearing when one player enters a Mech
Fixed - Optimized mech perfomance impact when not boarded

Well, that's all for now. Next update rounds will be focused to single player!

-Brian



I literally laughed out loud at this:
"I dated a Jawa for while. They’re quite furry."
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 explorers! This next build, available now on the Experimental Branch, contains a focus on cleaning up all the vehicles in the multiplayer modes, along with addressing a few things found in the previous Experimental Branch.

Change List
Changed - Meteors now properly despawn after 5 minutes to not cause performance issues
Changed - The Giant Worm will no longer spawn within 1 minute of level loads
Changed - Crafted tools requiring Makeshift Patch Tape now only require Makeshift Cloth Bundles
Changed - Optimized vehicle seat model
Changed - Adjusted remote player position for Hovercraft
Changed - Increased speed of MechaCrab
Changed - Increased speed of the Mech

Fixed - Singleplayer games are now properly marked as offline and no longer connect other players
Fixed - The player is no longer teleported back to last boarded position when exiting vehicles
Fixed - Meteors should no longer arrive every 10~30 seconds on Lutari
Fixed - Intraplanetary ground travel is no longer possible while within a cave
Fixed - Dungeon entrance on Zer no longer sends the player to the void
Fixed - Extreme number of dropped items within a world will no longer cause all networking to break
Fixed - Players should no longer jitter in vehicle seats in multiplayer
Fixed - Turret on GAV should now properly sync in multiplayer
Fixed - Improved seating positions for SpaceShip Interior for remote Pilot and Passengers
Fixed - Improved resolution of Buggie UI
Fixed - Improved seated animation
Fixed - Proteus A Cinematic Camera position
Fixed - Smoothed out spaceship landing sequence in multiplayer
Fixed - Landing gear no longer rubber bands outside of spaceship while flying
Fixed - Landing gear no longer extends outside of spaceship when landing
Fixed - Passengers will now exit their seat in the proper positions
Fixed - Tool redicle from appearing when going in and out of pause screen
Fixed - Crafting Table Fuel sync in multiplayer
Fixed - Mech animations should now sync in multiplayer
Fixed - Improved remote passenger positions for Rover
Fixed - players disappearing when one player enters a Mech
Fixed - Optimized mech perfomance impact when not boarded


Anyway, it's been a fun week to play in our private universe and take in the nostalgic scenery of the Proteus 2 Site A map!

On another note we've really been enjoying this process of incrementally improving the game with you. As my 22nd year in the game industry I remember wanting to take the AAA projects I was a part of further, but we lacked the platform/format back then to do so. It's great that we have this project to improve and expand on without the need or influence of a publisher - or any other outside pressures. We're really all in this together, as shown by the wonderful players over on Discord. If you want to join the party visit us on our Official Discord Server and say hi.

-Brian



Either I make it down there in one piece and I have one hell of a story to tell...or I burn up in the next ten minutes.
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 explorers! Continuing from last week, this build hosts lots of minor items that were either fixed or improved from the last Experimental Branch build.

Change List
Added - creatures to Proteus 2 Site A
Added - Proteus 2 Site A Level Design scene
Added - Proteus2A LevelDesign to build settings
Added - Red Berry Trees to Proteus 2 Site A
Added - tool for anchoring objects to the world
Added - Timer on ground lerping for First Person after entering ground
Added - Support for health indicators for creatures
Added - Support for improved first person camera for Pod interior
Added - support for saving and loading persistence files in ScriptableObject form

Changed - Switched out Makeshift Patch Tape with Makeshift Cloth Bundle in all buildable recipes to remove the need to find a Berry early on to build
Changed - Removed Berry collection objective from temporary Sample Plant Life mission
Changed - Increased resolution of collision for Rock 4 on Proteus 2
Changed - Increased sand depth to -1000 on terrain
Changed - Improved sand dunes material
Changed - Improved flying insect wing material
Changed - Force an Asset Save after saving new PersistenceSaveAsset file

Fixed - borders of Proteus 2 Site A sand dunes
Fixed - Remote seated players should now be visible
Fixed - Vehicle engine spamming the log in multiplayer
Fixed - Intermittent crashing on Zer
Fixed - Items aquired in and around the crashed pod can now be properly recycled withour relogging
Fixed - Patched the hole in Epsilon mine on Proteus 2
Fixed - New private universes created or updated by their owner will now display the owners username
Fixed - Death is now properly synced in multiplayer
Fixed - Other players should no longer display as (Deceased) after they respawn in multiplayer
Fixed - Passengers can no longer initiate travel
Fixed - Arachnoid animator warning
Fixed - PersistenceSaveAsset


We've been testing this one a lot internally and looks to be a great candidate for our next Main Branch build, though we'll give it a few more days to be sure it's absolutely ready. Please remember to reach out to us on our Official Discord Server with your feedback!

-Brian



[after making a plan to weld the doors shut and put out the sentry units]
Outstanding. Now all we need is a deck of cards.
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 explorers! We have lots of new features and fixes to share with you, along with a new (actually really old ːsteamhappyː ) playable zone!

Passenger Vehicle Space Travel



We've been hammering on multiplayer lately and are proud to announce we have vehicular travel across planets with passengers in multiplayer! Although still very rough we felt the functionality is solid enough for this branch. Needless to say, we're very excited about this - it's been on our roadmap forever and we're so glad to finally get this in.


Proteus 2 Site A Remastered



We also restored the original Proteus 2 Site A map and added it back to the game. Again, still rough in this branch, but it came in handy to build out cross planet travel on the ground.



Multiplayer Improvements
The primary focus here was ship and space station travel in multiplayer. The last thing we want is for anyone to get lost in space due to a load/save error, so this issue took top priority. While we were at it we cleaned up quite a bit multiplayer syncing issues and other random weirdness.

Change List
Added - Remastered Proteus Site A
Added - Support for more forms of intraplanetary and interplanetary travel
Added - Support for ground travel between sites
Added - Support for multiplayer ground/space travel
Added - Support for World Boundaries to allow cross planet ground travel
Added - Instanced Grass to Proteus Site A
Added - Color coding to Proficiency upgrades
Added - Sound to showing and hiding Repair Wireframes
Added - Sound to all Tools for affective interactions
Added - Support for Voice Log count alerts
Added - Upgraded OMPA and Mining Bot dust particles
Added - support to show Creator in Private Universe Button
Added - support to show storage amount on Item Icons
Added - support for creatures to pause during cinematics
Added - 6 Passenger seats to the Corsair
Added - "Empty" if Barrel has no contents
Added - support for Low Orbit spawn points
Added - low orbit spawn points to all planets

Changed - Switched world loading to use Loading Screens and transition cinematics to improve game stability
Changed - Increased size of Center Text Alerts
Changed - Removed black border from Large Satelite Dish icon
Changed - Player physical material to be slippery on dynamic objects
Changed - Reduced volume on OMMA
Changed - Rotated ground UV's in Habitat to be square with the first Coupler
Changed - Reduced specularity on Hovercraft engines
Changed - missions no longer reprompt after loading back in from save
Changed - Grass shader to Tint instead of HSL due to graphics glitches
Changed - Reduced specularity on Cryochamber glass
Changed - Avatar Selection button to display PLanet location instead of Server Name
Changed - Zer lighting is less bright
Changed - Zer is no longer low gravity
Changed - Workbench upgrades are no longer mutually exclusive

Fixed - Spaceships should no longer get lost during space travel
Fixed - Spacestations should no longer get lost during space travel
Fixed - Vehicles should no longer become inoperable if another player joins the room while piloted
Fixed - Placement markers when placing buildables are now properly networked in multiplayer
Fixed - Zinc can now be found in trace mineral veins on Proteus 2
Fixed - Repairable objects are now properly synced in multiplayer
Fixed - Vehicle headlights are now properly synced in multiplayer
Fixed - Remote pilot position for Buggie.
Fixed - Passenger positioning in Buggie
Fixed - Changed Terrain materials to use distance settings on Terrain asset to eliminate texture patching
Fixed - Rigidbody interpolation to Player for smoother hovering
Fixed - Unintentional continuous weather syncing causing multiplayer slowdown
Fixed - Private universes should now properly be wiped when deleted
Fixed - Private Server button to show players in Universe and World
Fixed - Shower to properly clean player suit and give correct speed burst
Fixed - Remote weapons that were showing extra limbs
Fixed - Improved surface normals on Airlock model
Fixed - Cleaned up decal sorting and improved various materials for Furniture items
Fixed - Dropped/Spawned items now properly network their position to remote clients
Fixed - Spaceship engine rotations should now be properly networked
Fixed - Spaceship should now properly sync position while landing
Fixed - Passengers in the Buggie should no longer collide with the body of the vehicle while inside it
Fixed - When master client switches while a player is joining, new player should now properly load in
Fixed - Smoothed out spaceship engine syncing
Fixed - Spacestations should no longer get lost during travel
Fixed - Spaceship ramp state is now networked to all players
Fixed - Passengers in vehicles no longer collide with pilots on remote clients
Fixed - jitter in First Person Helmet
Fixed - planetside objects appearing while loading in Low Orbit
Fixed - Added fail safe on Meteor explosions
Fixed - jitter in GUI
Fixed - mipping on GUI textures
Fixed - Creatures should now sync much better during combat
Fixed - Remote players will no longer disappear when entering a spaceship interior or getting on an elevator
Fixed - Remote players piloting vehicles will no longer rubberband around the drivers seat


While this build is a nice step forward there's still much to do before it goes to the main branch. Please remember to reach out to us on our Official Discord Server with your feedback!

-Brian



Loved Andy Weir's latest book "Project Hail Mary". Hint - lots of sciencing the **** out of stuff!
Feb 10, 2022
Osiris: New Dawn - brian
Hello explorers! We've had great success with these past few Experimental builds featuring all the latest goodies and are now graduating them to the Main branch! Here's a full recap of what we have cooked up so far this year for this build.

Full and Centered
The most noticeable difference? Everything is now CENTERED as opposed to being on the right side of the screen, and Menus are now full screen.



Clean, Expanded Interaction
We also attacked the Interact HUD. Inactive options are now faded out. Interaction title and info are now centered.



You can now Open and Use objects while holding any kind of repair tool.



Minerals and More in your Map
HUD Map now displays your settings from the Map Menu, so anything from minerals to base objects can be viewed while exploring.



Vehicles now display the HUD Map too.



Stats are Back
Physical Stats and Leveling Up have been added back with an improved interface. You can now increase your abilities as you progress in level.



Inspect Those Vitals
Your Vitals can now be inspected with a tool tip to display detailed information of your health, nutrition, hunger, and more.



Clear, Minimal 3D HUD
The Lower HUD is now 3D. We also mute nominal Vitals from the HUD.



We Have a "Fill" Button
We added a "Fill" option to easily transfer your inventory. There is also a "Fill Like" that intelligently fills like-typed items for easy item management.



Progress Goals
Build options now show the required structure to unlock and for builds requiring proximity to specific Utilities.



Numerous Touches Throughout
We added small but helpful touches such as the Battery Icon now pulses when using your Flashlight and Inventory weight displayed with a meter. Planet day cycle and location are also shown.



You can also now teleport your drones to your position.



HUD Opacity Meter
An opacity setting is now available in the Setting Menu to allow any percentage of HUD opacity. Like it minimal? Set it to zero. Like to see all your vitals but muted? We like 20%. Want it all the way full? Set to 100%.



Text Colors and Drop Shadows
OK, so this was easy and only took a couple of minutes, but it was requested by some players and I thought it deserved a call out. We also re enabled the clock in the HUD.





More accurate Temperature Readings too



Vehicle Driving Lights
The Buggie and GAV are the first to receive our new Driving Light treatment, which sets the lights on the vehicles to illuminate when driving them.





Expanded Vehicle Camera Viewing
All the vehicles now have a much greater range of view, allowing you to take in all your surroundings while driving.



Build Goal Details
Recipe item titles are now displayed in the Build Goals and anywhere else recipes are displayed.



Lots of Fixes, Too
Your feedback helped us identify some subtle issues we may have missed, such as walking diagonally taking stamina. We also cleaned up some old bugs like unfinished Habitats with walls that appear on reload. Both fixed, along with many more. Here's our full list:

Change List
Added - 3D HUD
Added - Animate the HUD based on input
Added - New Deposit All and Deposit Like buttons to inventory UI
Added - Fade out nominal vitals
Added - Fade out Equip Slots, fade in when used for a time
Added - Harvest interact is based on what you're holding
Added - Level Up physical stats with improved interface
Added - Cleaned up Item descriptions panel
Added - Player Model back into Inventory Screen
Added - Weight Meter in Inventory Screen
Added - Faded out inactive Interacts
Added - Better interact instructions for Geysers
Added - mouse overs to Vitals in Menu Screens
Added - Battery icon pulse when flashlight is on
Added - Tab Circle when pressing Tab in a menu
Added - Inspection Descriptions now turn off when going to a menu and resume when leaving menu
Added - Voice Log system added as a pickup and raid item
Added - Voice Log Listening interface
Added - support to bring in debug missions for testing
Added - more detail to auto typing text
Added - Fuel Cell upgrade to Forge
Added - Full screen layout for all menu modes
Added - Turn off Stat Elements when in Map and Skills Screen
Added - Planet day cycle data Show Planet Rotation Speed in Hours on Clock
Added - location coords to Menu
Added - Planet Name and site to Menus
Added - Fail safe to teleport droid to base
Added - location type to Menus
Added - locked build objects to menus
Added - Unlock requirements to locked build objects
Added - Level Up Alert
Added - Show Structures in Map Screen
Added - Slider for controlling HUD opacity fade
Added - outlines and drop shadows for vital warning
Added - outlines and drop shadows to Mission header
Added - sound to Level Up
Added - sound to Stat increase buttons
Added - GAV driving lights now illuminate
Added - Names to Build Goal recipe icons
Added - Buggie driving lights now illuminate

Changed - Text and layout pass on all UI menus
Changed - Smoothed out rock textures when viewed from a distance
Changed - Set raid object to always give listed objects for missions
Changed - Repositioned Battery Icon
Changed - Cleaned up Center Queue alerts
Changed - Improved Centered Interact Text
Changed - Forge no longer requires Fuel Cell to build
Changed - Forge by default requires fuel
Changed - Forges built before this update will gain the Fuel Cell Upgrade by default
Changed - player slightly moved to center in 3rd person
Changed - Minerals now properly render on the minimap
Changed - Utilities/Inventories can now be accessed and operated while holding a Tinkering tool
Changed - improved and clarified UI in Crash Pod tutorial sequence.
Changed - Improve HUD meters on all objects
Changed - Compass text size
Changed - Clean up various Inventory screens
Changed - Tweaked build object colors for various states
Changed - Improved description in unstuck Buttons
Changed - Rework Map controls in Map Panel
Changed - Discovery now shows Minerals first
Changed - Improved Depository material
Changed - Improved Printer Collision
Changed - Improved Printer active lights
Changed - Spacecraft and Space Appliances are now all unlocked with the building of a Laboratory
Changed - Mission title text color changed to a more readable color
Changed - Removed wording in tutorial referencing "skittering noise"
Changed - New characters now start with 3 stat points by default
Changed - Health stat points now offer 2 hit points per level
Changed - Stamina stat points now offer 2% increase from base per level
Changed - Speed stat points now offer 2% increase from base per level
Changed - Strength stat points now offer 10% increase in carry capacity from base per level
Changed - Increasing health stat points now heals the amount of hit points aquired
Changed - Temperature warning messages now display more accurate information
Changed - Set sound on Level Up to play when text is also shown
Changed - Set Level Meter to orange
Changed - Temperature Vital to color code the outside and suit temperature
Changed - Updated particle dust to handle lighting better
Changed - Set improved dust lighting on all vehicles
Changed - Buggie camera now has much larger range of motion
Changed - GAV camera now has much better range of motion
Changed - Buggie headlighting is now much improved
Changed - Matched particle lighting for some Proteus 2 plants
Changed - Improved driver sitting IK while in Buggie
Changed - Player Map icon to Green
Changed - Improved Zirconium material
Changed - Inventory Weight text label now reads Max Weight Multiplier in custom settings screen

Fixed - Map now is displayed in all vehicle types
Fixed - New Mission gets turned off after viewing missions
Fixed - Duplication bug when quick stacking items into multiple stacks
Fixed - Optimized runtime impact of the Minimap and GPS screens
Fixed - Numerous issues with items not properly rendering on the minimap or GPS map
Fixed - Graphics settings will no longer reset to defaults after planet travel
Fixed - Walking diagonally reduces stamina
Fixed - Redicle re activates when going in and out of menus
Fixed - some objects not pickable in 3rd Person
Fixed - Disappearing Space debris on Proteus 2
Fixed - Habitats with walls missing will no longer render ghost walls after leaving and returning
Fixed - Weather is now properly persistent in save games
Fixed - Issues causing Weather to not sync to other players properly in multiplayer
Fixed - Laboratory interact once again works as intended
Fixed - Player is no longer considered outside when walking between connected pressurized structures
Fixed - Buildables with upgrades dismantled after building them in the same session now properly refund all spent materials
Fixed - Large Radar Installation can now be properly interacted with
Fixed - Large Radar Installation now has 1500 hit points
Fixed - Funnel Leaf Tree can now be harvested with Sharp and Shearing tools
Fixed - Vital tooltips will no longer stick to the mouse after closing the menu
Fixed - Launch!!! button in character creation will now no longer sometimes read Update
Fixed - Update button in difficulty change menu will no longer sometimes read Launch!!!
Fixed - Removed proximity build requirements from buildable icons
Fixed - Locked buildables are no longer buildable when still locked
Fixed - Baked potato, Potato, Packaged Food, and Sand should no longer fall through the floor, and should be interactable
Fixed - Main menu and in-game settings panels are now at parity with one another
Fixed - All buildables can once again be dismantled
Fixed - Build goal can now display more types of recipes
Fixed - Build goal will no longer display outdated build information
Fixed - Changing HUD Opacity within the in-game settings will now properly apply without restarting
Fixed - Set suit temperature reading dial to accurately display
Fixed - Vital tool tip to turn off properly when leaving a menu
Fixed - Blur background in Mission Menu entries
Fixed - Error in Map System when travelling between planets
Fixed - Scorpion is now discoverable and harvestable when killed
Fixed - Collision on Spaceship ramp
Fixed - Some instances where creature corpses would teleport back to the surface after being harvested
Fixed - Sentry decal graphic glitch
Fixed - Potential fix for cursor remaining locked after returning to the main menu
Fixed - Center redicle circle no longer appears while driving a vehicle
Fixed - Extreme hot and cold outside temperature now stay within gauge readout
Fixed - Player hover dust now fades with hover height off ground
Fixed - Player no longer has look IK while driving a vehicle

We'll likely continue tweaking the UI as we go, but largely this will conclude our UI push, which was one of our pillars to achieve this year. The focus will now go to story elements and creature combat improvements for the upcoming rounds of updates, along with our usual rounds of smashing bugs, balancing, and overall clean up. Oh, and the other vehicles will likely get the driving light treatment too.

-Brian



"This is the way"
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