Megaquarium

I was in a dollar store in Vancouver when a piece of music came on the store radio which I immediately recognised. Not in that usual way where a pop song starts up and you’re absent-mindedly humming along, but in the way where you hear a piece of music so deeply associated with a completely different context that reality feels a bit wobbly. It’s like your dad’s voice coming out of a cat, or something.

Anyway, ringing forth in the socks-and-earphones-and-facemasks-and-noodles aisle was some of the background music from Megaquarium. Megaquarium is a fish-centric theme park management game by Twice Circled, the tiny studio behind Big Pharma. I actually had to leave the shop in the end because I was so confused by the fact I wasn’t laying out theme park walkways and arranging fish in tanks that best suited their needs. 

I have played dozens of hours of Megaquarium. Over the course of those hours, the music has become so deeply entwined with a particular set of activities—tinkering with aquatic plants, refining filtration systems, shifting my branded fish balloon inventory—that hearing it in another context immediately triggers the impulse to play.

The aquarium theme immediately sets it apart from other tycoon-style games. I love fish and visiting aquariums so the chance to run one in a game was a rare and exciting treat. That theming also meant it didn’t have the pressure of needing to compete in a more crowded niche. You’d need to work hard to stand out in the world of rollercoasters, or to go toe-to-toe with hospital or city management projects, but Megaquarium is able to simply co-exist, throwing a new setting into the mix.

The main appeal for me, beyond the fact that aquariums make up a large part of my non-work life, is that Megaquarium succeeds in inducing that wonderful, relaxing cycle of play I associate with tycoon games at their best. 

1. You set up a space.

2. You let the game run

3. You unlock new possibilities

4. You figure out what you want to improve 

5. You set up the space anew

Tycoon games are really tinkering games. They’re projects which always have room for improvement. Manageable improvement. The kind of ongoing improvement which takes you from a single room with a single tank, to some kind of sprawling fish palace entirely by repeating the phrase “I’ll just do this and then I’ll log off” over the course of an evening.

I booted up the game to help me write this piece and I’m already accidentally re-housing my green moray eel to repurpose its tank for the newly unlocked red leg hermit crab. Y’see the eel is fully grown and will eat the crab if I put them in the same tank. But the crab needs to be in a tank with something as it’s a scavenger, meaning it can’t be fed directly. Instead, it nibbles the remains of another creature’s food. Perhaps if I add some spotted boxfish? But then is there enough going on in the eel’s new tank to keep visitors interested? 

And this is how it continues. A wonderfully relaxing procession of “What if….?” and “Let me just try…” which expands to fill an evening. 

Dec 15, 2018
Megaquarium - Twice Circled
Howdy all and happy holidays!

The brand new Winter Update for Megaquarium is brimming with new features, improvements and even some new stuff to build!

New and improved Staff Management
Managing your staff just got a whole lot easier with a new and improved 'Manage' tab and zoning tool



The new 'Manage' tab shows your staff in a vertical list rather than a grid. Each row has enough space to show useful information such as what they are currently doing, which zone they are assigned to and what their skill priorities are.

What's more, you can directly adjust the skill priorities right from this tab, rather than having to bring up each individual staff window.

You can also get directly into the new and improved zoning tool by clicking on the zone button itself...



I'll be the first to admit that the old zoning tool needed some improvement, but I'm really proud of its replacement!

As you can see in the screenshot above, all the zones are shown at the same time and in different colours, so it's way easier to get a overview of how your zones are set up.

Even better you can now directly edit zones and reassign staff with a few easy clicks, all from inside the tool, no more having to go find each individual staff member just to edit a few zones.

The Chicago tank!
Players have been calling out for a new rounded tank that is larger than the Belfast or Small Tunnel Tank but not quite as big as the Mega Tank. One that comes out early enough in the ranks for your fully grown Spotted Eagle Rays.

Well, I listened! Introducing the brand new Chicago tank. Rather than just being a large version of the Belfast tank, I've tried to design something interesting.



This tank comes in two variants, one with the access on the inside edge, and one with the access on the outside. This means it can be used as an internal or external corner of your wall of tanks.

New large decorations
The update also comes with 6 new decorations spanning sizes between 2x2 all the way up to 6x3.



I'm also planning to add some brand new plants in the early part of next year. They are fully designed, I'm just waiting on the assets from my artist.

Steam cloud support
Some of you might wonder why the game didn't release with Steam Cloud support. The truth is that I had a fully functional version working pre-launch using Steam's own "auto-cloud" feature.

However, literally days before launch I discovered that the system had serious flaws including being unable to delete saves from the cloud, once they were up there. For me, this was totally unacceptable.

Therefore, I waited until now, when I had some more dev time, to implement a really robust version using the more complicated Steam Cloud API.

The bonus news about this is: with this in place, I'm halfway to implementing Steam Workshop, which should also land in the early part of next year!

Other changes
  • Added information about the max size an animal can eat when fully grown to its tooltip.
  • Slightly reduced volume of small tunnel tank.
  • Swapped Angel and Lemon shark ranks so that you have access to the Mega Tank at the same time as the Lemon Shark
  • Added difficulty tooltips on the main menu.
  • Redesigned animal animation system to avoid clipping issues and weird movement of larger animals.
  • Fixed various issues to do with animals eating each other.
  • Fixed bug where negative prestige would not show on prestige bar on load.
  • Fixed various minor graphical bugs.

As always, please let me know if you notice any bugs. I'm around until this Thursday and then I'm on my hols for a couple of weeks.

Happy holidays everyone! ːsteamhappyː
Oct 23, 2018
Megaquarium - Twice Circled
Hey guys, I've been super busy with a house move over the last week but I've still managed to squeeze out a little patch for you!

Changelog
- Added staff priorities to level up messages.
- Added fully grown active swimmer requirement to tooltip.
- Fixed bug where cashflow was misreporting the costs of food, drink and gift shop items.
- Fixed bug where guide book and balloon refills were too cheap.
- Fixed bug where calcium reactor was free.
- Reduced number of horse eye jacks given as gift in Myra level from 5 to 3.
- Fixed bug with deep outcrop tank where staff would go inside temporarily if you dropped it on top of them.
- Fixed bug where Blue Whiting had no ecology point value.
- At end of day we don't auto drop items that are being carried by the player unless they are tanks or animals.
- Scenery no longer produce negative prestige if a guest sees it over and over.
- Clicking cancel task now drops the item making it slightly easier to force staff to do a particular job. (More stuff coming in this area!)
- Fixed bug where staff learned slightly slower on fast mode.

I'm still very busy with the house move but after I've moved I'll be back with more update goodness! ːsteamhappyː
Oct 12, 2018
Megaquarium - Twice Circled
Hey guys, big update for you today. There really is something for everybody in this one!

Upgraded message log
a) Important message toggle - filters out unimportant messages like autopsy and growth reports after they have been read. Also trades, merchants and missions that have already been completed.
b) Delete message functionality with the option to "delete all" of the same type e.g. autopsy and growth messages.

Staff level ups
Staff level ups are now just messages which sit in your log until you are ready for them. This was a highly requested feature from players who found the constant interruptions annoying.

The good news is that staff continue to accrue skill points even when they are ready to level up. Therefore there is no penalty if you delay levelling up while you are busy with something else!

Staff cap increased
I have added 14 brand new staff to the game. That is a 50% increase on the existing staff cap.

I have made this change in reaction to requests from players whose aquariums were being constrained by the old staff cap, especially in sandbox mode. This boost should help a lot!

If you already have a large sandbox aquarium you should be able to load it up and you'll immediately gain access to new staff!

I am not ruling out additional increases to the staff cap in the future but I want to change things gradually, to avoid breaking the game.

One thing I'm keen on, is staff not feeling like mindless drones like you get in RTS games. I want to keep the total number low enough that the player is familiar with their staff and can manage them effectively.

To that end, the next area I want to focus my attention on is improving the productivity of each staff member via additional control settings, improved zoning, a better staff manage tab and by tweaking certain mechanics.

My hope is that by improving overall staff productivity we can allow for huge aquariums but without resorting to the blunt instrument of hundreds of unmanaged staff, which I believe would reduce the overall fun of the game.

Other changes
- Massively increased performance of the simulation when running on fast speed setting.
- Build menu now remembers its place if you return to the same menu as last time.
- Min and max volume of tanks is now shown in the build menu.
- Fixed bug where hats and hair appear to lift off guest and staff heads on low and medium detail graphical settings.
- Fixed bug where guest animations would stop when too close in first person mode.
- Added two new hair colours for guests and staff!
- Slightly reduced point bonus when giving talks with a very high talking skill.
- Added missing food boxes to Hartcliff, Myra and Carbon City levels.
- Calcium Reactor no longer gives Prestige points (whoops!) and will stop providing coral growth benefit if broken down for too long.
- Corrected coral growth bonus provided by Calcium Reactor. The bonus was being incorrectly inflated before.
- Slightly increased staff salaries.
- Renamed Other Inverts to "Anemones, Clams and Gorgonians". There were two sections named "Other Inverts" before.
- Added missing string to end of level 10.
- Fixed issue where daily sales objectives were blank in French language.
- Sandbox mode always starts with at least one "cleaner"
- Large tunnel and Kreisel tanks are now paintable.
- You can now paint underneath Belfast and Kreisel tanks.
- Fixed various Kreisel tank issues: off-centre task bubbles, could not build across back wall.
- Fixed bug where certain walls on Deep Outcrop and Large Tunnel Tank could not be built across.
- Fixed bug where info box on message would escape its message window when you scroll.
- Tweaked words on level 3 to point player to message log for two of the corals.

Enjoy! ːsteamhappyː
Megaquarium - contact@rockpapershotgun.com (Fraser Brown)

Megaquarium‘s off-screen fish scientists had just unlocked some eels, and they seemed like just what my aquarium needed to draw in the big crowds. Sure, I had some guests, seduced by the promise of clean floors, well-stocked vending machines and at least three types of fish, but I lacked the kind of big-ticket item that put aquariums on the map. So excited was I to display my new eels, I dropped them into a tank that already had a few underwater residents. Disaster ensued.

(more…)

Oct 2, 2018
Megaquarium - Twice Circled
Hey guys, lots of background performance stuff in this patch, plus a few minor bug fixes.

Changelog
- Increased performance on main thread for better UI responsiveness in large aquariums.
- Slightly reduced memory consumption rate during game (more work needed here! Quite complicated!)
- Increased performance of save and load menu.
- Reduced memory usage of save and load menu.
- Fixed issue where staff in level up window would poke through windows in front of it.
- Fixed issue where closing the rank up window after clicking the rank up button would get the game stuck.
- Fixed minor graphical bug where rank tabs in research window would remain highlighted after everything was unlocked.
- Tweaked a few portrait positions to stop them escaping their boxes.
- Tweaked text in first level a little.

Now there is still plenty of optimisation to be done but I'm going to take a short break from that work to deliver some much needed quality of life and UI improvements, as requested by you, the players!

Top of the list are making the staff level up popups optional and improving the message log to make it easier to find what you are looking for.
Sep 23, 2018
Megaquarium - Twice Circled
Hey guys, here's what's new in the latest patch.

Changelog
- Completely revamped system for packaging 3d models to decrease load times.
- This seems to have relieved the issue with slow loading times on OSX
- This also seems to fix one issue facing the Linux version of the game but may not resolve all issues.

Next week, I'm hoping to do a bit more work on optimisation and try to reduce the memory footprint of the game.

I have been listening to all your quality of life improvement suggestions and some of these will start to filter through too!

Modders
If you have been modding the game or using mods read here for how the latest update will affect you: https://steamcommunity.com/app/600480/discussions/0/1733213724906948173/
Sep 21, 2018
Megaquarium - Twice Circled
Hello, another set of minor bug fixes and tweaks for you.

Changelog
- Fixed a range of issues with autofeeder.
- Fixed bug where lights get in the way of tanks after paint tool has been selected.
- Animals cannot eat another animal if they just grew up themselves, this will give the player time to adjust.
- Fixed bug where an animal that just grew up is eaten even though it shouldn't be possible at new size.
- Attempted to fix black background bug (let me know if not fixed).
- Fixed bug where you could sell things for more than you bought them for.
- Fixed a couple of bugs to do with supplements.
- Egg wrack is deep tank only.
- Fixed Unicorn Surgeonfish typo in level 10.
- Removed second Penny from level 10.
- Fixed issue where hotkey definitions are overwritten if on AZERTY keyboard but not playing in French.

Mac/OSX Users
Thank you for being so patient, I am halfway through creating an update which will hopefully relieve the loading time issue. I hope to be able to trial it within the next couple of days so please check back over the weekend. ːsteamhappyː
Sep 19, 2018
Megaquarium - Twice Circled
Another patch for you guys:

Changelog
- Made zones more accessible, they now include tasks adjacent to the selected square and if any square of a tank is selected it will be included in the zone.
- Added additional safeguards against global save file and autosave becoming corrupted.
- Fixed bug where rubbish on stairs was not collectable.
- Fixed bug with bench where it couldn't be placed 1 away from wall
- Fixed bug with bench where it wouldn't let anybody else on.
- Allowed text on portraits to be a little bigger.

The big additions today are the tweak to the zone algorithm and the additional safeguards against save games becoming corrupted.

Please let me know if you prefer the way the zones work now compared to before, and whether you still have an issue with save games being corrupted (black screen bug).
Sep 18, 2018
Megaquarium - Twice Circled
Hey guys, I've just pushed a hot fix for an issue introduced with yesterday's optimisation changes.

If you had the issue where your staff were standing idle and not completing tasks, this patch will immediately fix the issue.

I am so sorry to anybody who lost their aquarium or fish due to this bug. I am going to continue to test the issue this afternoon to make sure it is 100% fixed but I wanted to get this patch out to you as soon as possible.

Tim
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