Sep 29, 2016
Feed and Grow: Fish - OldB1ood
Thanks for all the feedback you gave us on last update. In this patch we are fixing the most important issues. We really appreciate the help.

Swamp map
  • Amount of fish has been increased by 30%
  • Amount of worms has been doubled.


Swamp lurker
  • Bug fix: Things killed by turtle no longer disappear leaving no food.
  • Now turns twice as fast - this should make the controls a bit more reactive and easier.
  • Active ability - Hide in the shell - now has a proper description and actually works, causing that the turtle in shell no longer takes damage. The AI should also start using this ability when it's health drops below 50%.
  • Cost has been reduced to 70 coins.


Klej
  • Has a new passive ability - Hold
  • Swim speed has been increased to 2.7m/s from 2.3m/s.
  • Damage has been increased up by 40% - to compensate with new passive.


Browurag
  • Now has passive ability - Snap
Overall all large fish now turn a lot faster, to slighty fix that slow turning glitch.


Crab madness mode
  • Bug fix: The single roaming Green King Crab should no longer spawn.


What's comming next
Even if we are still expecting to push out a few bug fixing and a few content extending patches, we will be mostly focusing on developing the survival mode followed by multiplayer.

Thanks for your insights.
Sep 29, 2016
Feed and Grow: Fish - OldB1ood
Thanks for all the feedback you gave us on last update. In this patch we are fixing the most important issues. We really appreciate the help.

Swamp map
  • Amount of fish has been increased by 30%
  • Amount of worms has been doubled.


Swamp lurker
  • Bug fix: Things killed by turtle no longer disappear leaving no food.
  • Now turns twice as fast - this should make the controls a bit more reactive and easier.
  • Active ability - Hide in the shell - now has a proper description and actually works, causing that the turtle in shell no longer takes damage. The AI should also start using this ability when it's health drops below 50%.
  • Cost has been reduced to 70 coins.


Klej
  • Has a new passive ability - Hold
  • Swim speed has been increased to 2.7m/s from 2.3m/s.
  • Damage has been increased up by 40% - to compensate with new passive.


Browurag
  • Now has passive ability - Snap
Overall all large fish now turn a lot faster, to slighty fix that slow turning glitch.


Crab madness mode
  • Bug fix: The single roaming Green King Crab should no longer spawn.


What's comming next
Even if we are still expecting to push out a few bug fixing and a few content extending patches, we will be mostly focusing on developing the survival mode followed by multiplayer.

Thanks for your insights.
Sep 27, 2016
Feed and Grow: Fish - OldB1ood
Finally
We have hacked through most important compability issues, that kept us away from pushing new updates. And so this update is pretty 'fed' and 'grown'. :D

Looking forward to see what what do you think!

Swamp map remake

We wanted to test out our new volumetric terrain system, and the swamp was last map that ever recieved any update. It used to have fish species that were already playable on other maps and the map it self was not really looking as swampy as we wanted it to. So we have decided to remake completely.


- The map now features several unique species, yes, including Swamp Lurker - the snapping turtle which was not originally ment to be playable (you will notice why - hard controls). But due to all the hype around it in comment section, we're putting it out there with 101 coin cost. :)

- Shrimps in swamp map have been replaced with worms, who should replace their role just fine.

However most of the work done will remain invisible, as it will be featured in the upcoming survival mode.


DirectX 11 rendering and other visual changes

If you notice any visual bug or glitch try restarting the game or changing a map, if the issue persists please let us know in the comment section below.

Water
- Surface shaders have been completely rewritten, now supporting proper reflections and refractions.
- Depth ( or fog one might call it ) rendering has been also rewritten and it no longer enlights the scene, but instead it absorbs and spreads light. This means looking up you will see the water being enlighten while below it should be darker.

Invisibility and camouflage
Previously only one species could go invisible - the Dreu Eel. However there was a glitch that broke the rendering so much it actually made the eel more visible.
- A new invisible creature has been added, who finds it first, should call it in the comment section.
- Invisiblity shaders have been recoded, now making a pixel noise disappearance.
- A new passive has been added - Electro-reception - which reveals invisible creatures. But at this moment only Hammerhead has it.

Real-time Global illumination
ONLY FOR MONSTER COMPUTERS
- Is a new image effect that can be turned on in Graphics settings. Meanwhile it's not yet completely finished, it will be replacing the ambient occulusion in future.

New gameplay interfaces

The HUD rework was necessary for the upcoming Survival mode, where we needed new space for various controls and indicators. So for now it only does what it previously did, except that now it's a little bit more cool :D

Deathmatch
Max level 10 is no longer a thing, so the unlimited deadmatch has became the main one.

Balance changes
Over the time since last public update, the blance changes have been changed so many times so it would be impossible to write down all of it. The current state of the game difficulty and balance might or might not be broken and we are seeking for any feedback, so we could correct it.

Anyway, we are looking forward for your reactions in the comment section!
Sep 27, 2016
Feed and Grow: Fish - OldB1ood
Finally
We have hacked through most important compability issues, that kept us away from pushing new updates. And so this update is pretty 'fed' and 'grown'. :D

Looking forward to see what what do you think!

Swamp map remake

We wanted to test out our new volumetric terrain system, and the swamp was last map that ever recieved any update. It used to have fish species that were already playable on other maps and the map it self was not really looking as swampy as we wanted it to. So we have decided to remake completely.


- The map now features several unique species, yes, including Swamp Lurker - the snapping turtle which was not originally ment to be playable (you will notice why - hard controls). But due to all the hype around it in comment section, we're putting it out there with 101 coin cost. :)

- Shrimps in swamp map have been replaced with worms, who should replace their role just fine.

However most of the work done will remain invisible, as it will be featured in the upcoming survival mode.


DirectX 11 rendering and other visual changes

If you notice any visual bug or glitch try restarting the game or changing a map, if the issue persists please let us know in the comment section below.

Water
- Surface shaders have been completely rewritten, now supporting proper reflections and refractions.
- Depth ( or fog one might call it ) rendering has been also rewritten and it no longer enlights the scene, but instead it absorbs and spreads light. This means looking up you will see the water being enlighten while below it should be darker.

Invisibility and camouflage
Previously only one species could go invisible - the Dreu Eel. However there was a glitch that broke the rendering so much it actually made the eel more visible.
- A new invisible creature has been added, who finds it first, should call it in the comment section.
- Invisiblity shaders have been recoded, now making a pixel noise disappearance.
- A new passive has been added - Electro-reception - which reveals invisible creatures. But at this moment only Hammerhead has it.

Real-time Global illumination
ONLY FOR MONSTER COMPUTERS
- Is a new image effect that can be turned on in Graphics settings. Meanwhile it's not yet completely finished, it will be replacing the ambient occulusion in future.

New gameplay interfaces

The HUD rework was necessary for the upcoming Survival mode, where we needed new space for various controls and indicators. So for now it only does what it previously did, except that now it's a little bit more cool :D

Deathmatch
Max level 10 is no longer a thing, so the unlimited deadmatch has became the main one.

Balance changes
Over the time since last public update, the blance changes have been changed so many times so it would be impossible to write down all of it. The current state of the game difficulty and balance might or might not be broken and we are seeking for any feedback, so we could correct it.

Anyway, we are looking forward for your reactions in the comment section!
Feed and Grow: Fish - OldB1ood
Why so delayed?
We really understand the bad look of poor development. And we are sorry for that look. During the development of transformation to Direct3D11 we have ran into pretty serious and unexpected compability issues that would break the game for many players. So we had to research solultions, which were pretty time-costy for a two-man team.

These our mistakes have put us into position where every new feature, fish or map couldn't be pushed into live update. So the game is stacked with tons of updates and improvements.

Few screenshots of the updates
Swamp map remake


With our new volumetric terrain we can finally create dark underwater caves.


New HD water


New gameplay interfaces
Feed and Grow: Fish - OldB1ood
Why so delayed?
We really understand the bad look of poor development. And we are sorry for that look. During the development of transformation to Direct3D11 we have ran into pretty serious and unexpected compability issues that would break the game for many players. So we had to research solultions, which were pretty time-costy for a two-man team.

These our mistakes have put us into position where every new feature, fish or map couldn't be pushed into live update. So the game is stacked with tons of updates and improvements.

Few screenshots of the updates
Swamp map remake


With our new volumetric terrain we can finally create dark underwater caves.


New HD water


New gameplay interfaces
May 31, 2016
Feed and Grow: Fish - OldB1ood


Main Update
NEW - Wounds and bleeding
Just a work-in-progress visual effects that should enhance the gameplay up a bit. Wounds themselves heal / disappear after a while being at full health points.
The wounds are visible only on Graphics Quality "Good" and above.

Wiggling
All fish now wiggle a bit after landing a bite. Aside of the damage it now also disorientates and your prey, giving it less chance to escape.

Sprint
Sprint stamina usage is now much more important for hunting and surviving. Sprinting consumes stamina faster, but at the same time gives a greater speed boost.

AI
Artificial intelligence has been modified just to fit all of the changes, in other words AI from now has better reaction times and overall is less likely to get stuck.

Regeneration
  • Fish, crabs etc. no longer regenerate health after taking damage for 2 seconds.
  • Stamina regeneration is now reduced the more damaged the fish is.

Eating update
As we are steadily moving towards our goal of implementing a fun herbivore gameplay, several changes have been made to eating:
  • Coral food such as starfish now have to be destroyed into pieces in order to eat it as a small fish. Fruits and shrimps can still be devoured instantly.
  • Medium and large sized fish now leave one or more of some new gigantic chunks of meat, that need to be chewed down into smaller pieces to eat them.

Gaining experience and Coins update
We have greatly reduced ( -65% ) the experience required to level up for small fish and increased it a bit for large fish ( +10% ). Additionally in the Normal difficulty fish drop +25% more experience in meat, this bonus experience becomes +50% in Hard difficulty .

Coins are now easier to obtain, as eating meat now gives one additional coin.



Crab madness returns as a full mode
Originally we hacked together this mode for the aprils fools event, but since the community liked it so much we’ll be improving it gradually so that it can be a full mode and it will be permanently available.

First set of changes:
  • Crabs can now jump
  • Crabs can now move sideways
  • Crabs have been given new animations

For players that permanently unlocked the crab madness mode during april fool’s prior to this update, we are sorry for going back on our word to bring the mode back only during april fool’s and we'll be rewarding you with a special achievement to mark your victory against the evil crab king.
May 31, 2016
Feed and Grow: Fish - OldB1ood


Main Update
NEW - Wounds and bleeding
Just a work-in-progress visual effects that should enhance the gameplay up a bit. Wounds themselves heal / disappear after a while being at full health points.
The wounds are visible only on Graphics Quality "Good" and above.

Wiggling
All fish now wiggle a bit after landing a bite. Aside of the damage it now also disorientates and your prey, giving it less chance to escape.

Sprint
Sprint stamina usage is now much more important for hunting and surviving. Sprinting consumes stamina faster, but at the same time gives a greater speed boost.

AI
Artificial intelligence has been modified just to fit all of the changes, in other words AI from now has better reaction times and overall is less likely to get stuck.

Regeneration
  • Fish, crabs etc. no longer regenerate health after taking damage for 2 seconds.
  • Stamina regeneration is now reduced the more damaged the fish is.

Eating update
As we are steadily moving towards our goal of implementing a fun herbivore gameplay, several changes have been made to eating:
  • Coral food such as starfish now have to be destroyed into pieces in order to eat it as a small fish. Fruits and shrimps can still be devoured instantly.
  • Medium and large sized fish now leave one or more of some new gigantic chunks of meat, that need to be chewed down into smaller pieces to eat them.

Gaining experience and Coins update
We have greatly reduced ( -65% ) the experience required to level up for small fish and increased it a bit for large fish ( +10% ). Additionally in the Normal difficulty fish drop +25% more experience in meat, this bonus experience becomes +50% in Hard difficulty .

Coins are now easier to obtain, as eating meat now gives one additional coin.



Crab madness returns as a full mode
Originally we hacked together this mode for the aprils fools event, but since the community liked it so much we’ll be improving it gradually so that it can be a full mode and it will be permanently available.

First set of changes:
  • Crabs can now jump
  • Crabs can now move sideways
  • Crabs have been given new animations

For players that permanently unlocked the crab madness mode during april fool’s prior to this update, we are sorry for going back on our word to bring the mode back only during april fool’s and we'll be rewarding you with a special achievement to mark your victory against the evil crab king.
Feed and Grow: Fish - OldB1ood
Yes!

Jump in, swim and feed on everything that's in it!



Or just get eaten by everything like it usually happens...




Difficulty changes
What was previously the "Hard" difficulty is now called "Normal" and a new harder difficulty has been added. This new difficulty takes the place of "Hard" and will be used for the upcoming challenges and achievements.

Just to make it clear - Easy difficulty remains unchanged.


New AI group movement
Piranhas and trouts are the first fish to perform basic schooling. They will swim and react to events as one entity.


2016 April Crab madness mode closed.
The mode is no longer available, unless you have previously defeated the evil king crab and taken his scepter. In that case you can still play it whenever you want to.


So keep swimming and eating!
Bon appetit!
Feed and Grow: Fish - OldB1ood
Yes!

Jump in, swim and feed on everything that's in it!



Or just get eaten by everything like it usually happens...




Difficulty changes
What was previously the "Hard" difficulty is now called "Normal" and a new harder difficulty has been added. This new difficulty takes the place of "Hard" and will be used for the upcoming challenges and achievements.

Just to make it clear - Easy difficulty remains unchanged.


New AI group movement
Piranhas and trouts are the first fish to perform basic schooling. They will swim and react to events as one entity.


2016 April Crab madness mode closed.
The mode is no longer available, unless you have previously defeated the evil king crab and taken his scepter. In that case you can still play it whenever you want to.


So keep swimming and eating!
Bon appetit!
...