Jul 2, 2019
Jaws Of Extinction™ - [KYE] ViviD


Jaws of Extinction – Public Alpha v0.2.8.7a

Thank you for your patience waiting for this hotfix to be released. We were aiming to organise a small patch specifically targeting the temperature issues yesterday, although have taken a bit longer after identifying and addressing several other significant issues. As always, we look forward to hearing your feedback! Cheers ~JoE dev team.

  • Fixed variety of issues making temperature practically impossible uncontrollable.
  • Added new PostProcess visuals when too hot or cold.
  • Fixed NPC campfires not counting as heat sources.
  • Fixed lighting issue causing unnecessary performance cost.
  • Fixed night-time music unintentionally playing.
  • Added missing new main menu music.
  • Fixed Wanderers from spawning lying down and sliding along the floor.
  • Fixed some safezone NPCs missing eyes.
  • Fixed some safezone NPCs having their eyes clipping with head geometry.
  • Fixed positions of ST-RV watches on safezone NPCs.
  • Fixed missing swim volume from Hanouten Safezone water area.
  • Improved emissive material property on floating dandelions.
  • Added distance field collision to floating dandelions to prevent them appearing in houses.
  • Improved Ambient Occlusion (AO) on Hanouten Safezone barn.
  • Improved AO on safezone NPCs.
  • Fixed issue preventing NPCs from moving or do the wrong activity when spawned at certain times of day.
  • Fixed dysfunctional Vicinity search in inventory.
  • Fixed game hints from not appearing.
  • Fixed NPC campfire audio from being too loud.
  • Improved performance for water reflections.
  • Fixed common crash caused by water textures (could happen even if not near water).
  • Fixed new trash bags not being lootable
  • Fixed player collision issue with bubbles when underwater.
  • Improved underwater bubble visuals.
  • Fixed issues with underwater effects not enabling in some water volumes
  • Temporarily disabled surface water effects causing fatal crashes (pending investigation)
  • Moved truck large Hanouten Safezone off main road next to the workshop.
  • Moved smaller truck in Hanouten Safezone off main road next to woodwork area.
  • Adjusted landscape geometry around Hanouten Safezone woodwork area.
  • Added additional bushes around Hanouten Safezone woodwork area.

Our pre-ordering service can give you alpha access here:
http://www.jawsofextinction.com/preorder

Or via the Steam page:
https://store.steampowered.com/app/617850/Jaws_Of_Extinction/

THINGS TO REMEMBER BEFORE PURCHASING JOE

We are aware that the game is currently very demanding on performance and bugs can cause problems during gameplay. JoE is in constant development by two developers and a single 3D artists. We are keen to resolve issues as promptly as possible, although please understand that they are to be expected as the game continues into development.Please make sure to read the following statement from our Steam store page before considering your purchase, as always your support is appreciated.

BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you. Please also be aware that multiplayer is not yet implemented. This is under development and planned for Q4 2019.

COMMUNITY LINKS

Steam Community Forums
Official JoE Discord Server
Twitter
Facebook


Jun 28, 2019
Jaws Of Extinction™ - [KYE] ViviD


Jaws of Extinction – Public Alpha v0.2.8.5a

Player
  • Tentative fix regarding temperature issues (please see message below patch notes for further details).
  • Fixed issue where the campfire was not being set as a heat source modifier.
  • Braziers now act as a heat source.
  • Fixed issue not being able to harvest one type of pine tree.
NPCs
  • First implementation of AI-controlled safezone survivors. Head over to the Hanouten safe zone to see them in action.
  • Added ten new survivors to Hanoten safezone, each with their own unique appearance. Characters vary in size and shape, including children and elderly people. Each character has their own job and schedule in the safezone.
  • At lunch and dinner time, survivors will go take a break at the safezone ‘eatery’.
  • At the end of a long day, survivors will gather around the campfire or eatery before eventually heading to bed in the house.
  • Survivors can sit, stand about or grab a coffee from a coffee machine in the ‘eatery’.
  • Survivors can loiter around the paddock in the safezone or take a seat outside the house.
  • Survivors can clean the house and barn by sweeping the floor or cleaning the windows.
  • Survivors can cut up wood outside the barn.
  • Survivors can tend to the farm outside the house by picking plants or raking the ground.
  • Survivors may also pick crops from field area around the back of the house.
  • Survivors each have their own ST-RV watch.
  • Wanderers will no longer chase players in to the safe zone. This functionality will be updated further when guards are introduced.
  • Children are scheduled to go to bed earlier than adults.
  • Survivors will look at you as you get close to them.
  • Implemented facial expressions for blinking when awake.
  • Various general error fixes for AI.
Building
  • Fixed issue causing building parts to not be saved.
  • Added visual effect when destroying building parts.
Game
  • Upgraded project engine up to Unreal Engine 4.22. Includes various performance improvements.
  • Fixed an issue where the main menu would not work correctly when exiting the game back to the main menu.
  • Added new UI visual effect to the main menu.
  • Fixed issue with VSync setting being reversed.
  • Fixed issue with VSync UI button text being overlapping itself.
  • Added new experimental mode in graphic settings.
  • Added experimental shadow control for "Dynamic Shadow Distance Cascades".
  • Added new game loading screens.
  • Added new world loading screen.
Environment
  • Added new Main Menu scene.
  • Added additional lighting around Hanouten Safe Zone.
  • Fixed hole in ground near fence in Hanouten Safe Zone.
  • Added new Eatery area to Hanouten Safe Zone.
  • Added interior for engineering building in Hanouten Safezone.
  • Added interiour to manor house garage storage in Hanouten Safezone.
  • Added wheat and corn farming area behind manor house in Hanouten Safezone.
  • Added two decorated bedrooms to manor house in Hanouten Safezone.
  • Added brooke & water source to Hanouten Safezone.
  • Added interior to horse barn in Hanouten Safezone.
  • Added woodwork zone outside horse barn in Hanouten Safezone.
  • Added hidden third entrance into Hanouten Safezone.
  • Implemented additional LODs added to manor house in Hanouten Safezone.
Performance
  • Improved performance relating to Wanderer AI navigation.
  • Improved optimisation on programmatically generated house roofing.
  • Improved optimisation of NPC-owned campfire lighting.
Audio
  • Added new safezone ambient music titled “Official Jaws of Extinction - Call It Home” (YouTube/Twitch safe).
  • Added new score to main menu "Official Jaws of Extinction - Welcome to Eden-Nadir" (YouTube/Twitch safe).
  • Fixed footstep sounds sometimes sounding like they are behind you.
  • Updated clothing foley sound effects.
  • Added new wading through water sound when walking in deep water.
  • Added sound effects on jump and landing.
  • Updated grass sound effects with random twig snapping.
  • Updated forest floor sound effects with random twig snapping.
  • Footstep volume can now be adjusted by the effects audio slider in the options.
  • Reduced overly loud audio on NPC campfires.
  • Reduced audio attenuation on burning braziers.
  • Added underwater sound mixing that will muffle all other sounds when submerged.

**Temperature issues:** We have implemented various tentative fixes relating to issues causing the player’s temperature to become uncontrollable. However, we have since identified further factors likely to be at the core of the issue. We are going to be focusing on getting the remaining temperature issues fixed from Monday. Please expect a hotfix from the start of next week once we resolve any further issues.

Our pre-ordering service can give you alpha access here:
http://www.jawsofextinction.com/preorder

Or via the Steam page:
https://store.steampowered.com/app/617850/Jaws_Of_Extinction/

THINGS TO REMEMBER BEFORE PURCHASING JOE

We are aware that the game is currently very demanding on performance and bugs can cause problems during gameplay. JoE is in constant development by two developers and a single 3D artists. We are keen to resolve issues as promptly as possible, although please understand that they are to be expected as the game continues into development.Please make sure to read the following statement from our Steam store page before considering your purchase, as always your support is appreciated.

BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you. Please also be aware that multiplayer is not yet implemented. This is under development and planned for Q4 2019.

COMMUNITY LINKS

Steam Community Forums
Official JoE Discord Server
Twitter
Facebook
Jun 17, 2019
Jaws Of Extinction™ - [KYE] ViviD


Jaws of Extinction – Private Alpha v0.2.7.12a

HOTFIX Changes
  • Fixed loading widget not disappearing after respawning.
  • Fixed rare issue where loading screen could be removed prematurely.
  • Fixed circumstance where vaulting could cause player to no longer be able to vault.
  • Fixed issue causing the free-look camera [alt] to rotate at an unusual angle.
  • Fixed free-look camera rotating at an unusual angle while vaulting.
  • Fixed various camera effects not displaying in first-person mode.
  • Amy no longer turns her head left while reloading.
  • Re-enabled locked movement when crouching and aiming over shoulder due associated animation issue.
  • Fixed situation allow players to shoot and immediately kill themselves.
  • Fixed issue of not being able to harvest rocks from the ground.
  • Fixed position of various floating rocks.
  • Fixed bug where player could teleport through Mortar & Pestle trucks.
  • Fixed culling distances of assets around Hanouten lighthouse.
  • Tentative fix for blurry textures and landscape by regenerating texture streaming data.
  • Fixed error spam caused by AI optimisation system.
  • Fixed various world tiles using incorrect landscape material/shader.
  • Added culling distance to river assets.
  • Fixed underwater post-process not showing on some lakes.
  • Fixed not being able to swim on the surface of Garnett Lake.
  • Tentative performance improvement for procedurally generated effects

Our pre-ordering service can give you alpha access here:
http://www.jawsofextinction.com/preorder

Or via the Steam page:
https://store.steampowered.com/app/617850/Jaws_Of_Extinction/

THINGS TO REMEMBER BEFORE PURCHASING JOE

We are aware that the game is currently very demanding on performance and bugs can cause problems during gameplay. JoE is in constant development by two developers and a single 3D artists. We are keen to resolve issues as promptly as possible, although please understand that they are to be expected as the game continues into development.Please make sure to read the following statement from our Steam store page before considering your purchase, as always all your support is appreciated.

BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you. Please also be aware that multiplayer is not yet implemented. This is under development and planned for Q4 2019.

COMMUNITY LINKS

Steam Community Forums
Official JoE Discord Server
Twitter
Facebook
Jaws Of Extinction™ - [KYE] ViviD


PATCH ANALYSIS

Jaws of Extinction 0.2.7.10 is now here! Some massive changes made to boost performance, focusing on an improved visual look as well as improving overall performance of Eden-Nadir.

The new home for our developers digest will be here on our Steam community news. Originally on our website, we feel that the place you will all want to read it is on the platform you are playing it. So while our website gets an overhaul, the Jaws of Extinction Developers Digest will be available here for the foreseeable future.

WHAT HAS BEEN THE FOCUS FOR THIS PATCH?

0.2.7.10 main focus was to improve the performance of the game. While our lead developer was moving house, the other half of the programming team spent some serious time doing some R&D into how to optimise the game, what was causing the most drag on performance and what we could do to improve and fix it.



Many aspects have to be considered when developing a very visual game, the quality of your assets, the resolution of all your textures, lighting, shadows and the list goes on.



The first thing we attacked head on, was foliage. Eden-nadir is made up of more foliage than anything, if this was not optimised correctly, it could cause major issues.

We optimised all foliage LODs, textures and culing distance when adding all the new "SpeedTree" assets into the game months ago, but more needed to be done! So with tweaking the textures, improving LODs (level of Detail) and removing unnecessarily high-poligon assets, we started a foliage clean up that will go on over the next few patches to be released.



As well as optimising foliage with a fine-tooth comb, we also looked at the grass, how dense it needed to be for a good balance between optimised and looking good.



Next on the list was how complex our landscape material shader was and what we could do to reduce complexity at the same time as fixing a bunch of issues we have had with material surface recognition since we first released the alpha (used to calculate wat sound FX and decals to spawn for footsteps).

The only option was to completly start again, due to the numerous attemps to correct this on the original landscape material, never to get anywhere with fixing it. So that is what we did, completly starting again, optimising as we went, with new textures and logic that can be used once performance was not an issue any more (tessellation).



While we started to optimise buildings even further, we decided we needed to continue to develope the world, with new locations and also prepare for what was to come in the near future (water vehicles & wreck-diving).

So using our new found knowledge of improvements we have made to materials, textures and LODs, we added a new lighthouse location, that will get an interiour and additional work to it very soon. We also added rocks in the ocean arounf the shores and wrecked ships that you will be able to explore at depths and climb abourd for some great loot.



The last main object on the improvement list was the ocean and lakes, our original water shader was overly complex, just like our landscape shader and need to be improved. So using new logic to captur reflections and moving away from using Screen Space Reflections, we started another long journey into improving the overall look as well as performance of all things water. With a new underwater look as new interaction effects, we feel the new watch has made a drastic improvement to JoE.

NEXT PATCH

The official date for the next main patch version 0.2.8.0a is due on Friday 28th June 2019, BUT! We have decided, going forward we will be releasing a number of small patches (Hotfixes) between each main patch, to bring you all fixes soon, so you don't have to wait 2 weeks to fix broken elements of the game.

The first mini patch will be going out Monday 17th June 2019

We are also opening up our STAGING branch (unstable) to the public, this will alow you to test new parts of the game currently available of the main branch (Stable).

WHATS COMING UP SOON

For more details on whats to come you can always visit our websites road map. But for a quick overview, here is what our focus will be over the next few months:
  • Performance
  • AI Version 3.0
  • Additional protagonists
  • 4 player coop
  • Exclusive DLC Apparel redemption

THINGS TO REMEMBER BEFORE PURCHASING JOE

As we have stated from day one of our unlisted launch on Steam, JoE is heaverly in development by two developers and a single 3D artists. We know it is very performance demanding and many bugs coming out of the woodwork, please make sure to read the following statement from our Steam store page before your purchase, as always all your support is appreciated.
BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you. Please also be aware that multiplayer is not yet implemented. This is under development and planned for Q4 2019.

COMMUNITY LINKS

Steam Community Forums
Official JoE Discord Server
Official Twitter
Official Facebook

PATCH NOTES

https://steamcommunity.com/games/617850/announcements/detail/1604885233176780397
https://steamcommunity.com/games/617850/announcements/detail/1604885233165500975
Jaws Of Extinction™ - [KYE] ViviD


Jaws of Extinction – Private Alpha v0.2.7.10a

Player
  • Fixed bug involving Amy’s head sometimes disappearing after aiming.
  • Fixed circumstance causing weapon to not be raised when holding to aim [RMB] often happening in close quarters combat.
  • Fixed player from not dying correctly and/or flying into the air after dying while crouched.
  • Fixed non-headshot weapon damage becoming nearly zero after receiving a weapon level up.
  • Reworked camera movement to no longer move with the player’s animations which caused control difficulties (and possible motion sickness).
  • Updated overall camera position.
  • Improved item pickup distance and accuracy.
  • Slightly reduced focal blur when aiming over shoulder.
  • Slight adjustments to camera position when leaning.
  • Slight adjustment to camera position when inventory is open.
  • Fixed vaulting from allowing players to climb though geometry above them such as in the back of vans or Sheriff Sen’s house.
  • Reduced default player temperature on respawn to 98F.
  • Added new weight indicator to on screen warning icons. Icon becomes lit up when carrying too much. Icon starts pulsing with a caution sign if seriously overburdened.
  • Added player wading animation when walking through water above the knees.
  • Water depth now affects the ambient temperature for the player. Swimming in deeper water causes ambient temperature to gradually become colder.
  • Fixed issue with footprints not spawning or spawning incorrect decals.
  • Fixed issue where player would suddenly heat up and die under normal temperature conditions.
  • Fixed issue where campfire would increase temperature resulting in player core body temperature not returning to normal.
  • Reworked the world temperature and how it affects core body temperature. System is now much more robust.

Building
  • Fixed issues preventing buildable campfire being placed on foundations.
  • Fixed limitation causing players to no longer be able to place building parts during large constructions.
  • Fixed campfire upgrades only costing one of each required resource.
  • Fixed climbing on invisible collisions above campfire.

Game
  • Fixed initialisation loading screen from occasionally disappearing too early, allowing player to see the map assets still loading.
  • Updated vehicle battery weight to 1.54KG.
  • Player built Campfire now saves and loads properly.
  • Player built Shelving now saves and loads properly.
  • Re-enabled nighttime multiplier in settings allows configuration of shorter nighttimes.

AI
  • Tentative fix for general AI navigation issues preventing Wanderers from moving unless aggravated.
  • Wanderers will no longer appear engulfed in flames affecting some players.
  • Added experimental AI performance boost system to birds.

Environment
  • Added foliage interaction FX. Passing through bushes will cause noise and spawn leaves (this will affect AI perception in AI Version 3.0 currently in development).
  • Rebuilt landscape shader, using less texture layers and new textures. Improved appearance and performance.
  • Repainted world landscape using new shader around Hanouten and surrounding area). The rest of the world may temporarily appear black.
  • General revaluation for foliage including reduced densities where necessary for performance improvement.
  • Redesigned Hanouten beach and shoreline.
  • Improved quality of billboard textures for foliage.
  • Improved underwater visuals with fog and lighting.
  • Added ‘Procedural World FX Manager’. Depending on your environment, you will now see the following effects as you travel around: airborne dandelions, butterflies, flies around trash piles, wind SFX on beaches, bird SFX, falling leaves on oak trees, rustling trees and pine needles falling from pine trees, airborne flowers and glowbugs.
  • Added new walkway location on cliff face in Hanouten.
  • Added new ocean rocks.
  • Added ocean coral life and water foliage.
  • Added starfish along seashore.
  • Added new lighthouse location to Hanouten.
  • Added example shipwrecks along Hanouten shoreline.
  • Added derelict lootable ship to Hanouten shoreline (climb aboard from the stern/rear).
  • Added new driveway meshes to houses with a garage/driveway.
  • Added new riverbed foliage and water surface foliage.
  • Added new piers along Hanouten shoreline.
  • Added new drainage pipe and stream to the ocean on Hanouten beach.
  • Replaced old fallen trees with new “SpeedTree 8” meshes, these can now be vaulted over and will not cause the player to get stuck any more.
  • Re-enabled seasons affecting the position of the sun.
  • Adjusted some landscape sculpting to work with player movement.
  • Adjusted bloom and lighting from the sun and moon.
  • Made nighttime lighter with addition of moonshine on the world.
  • Adjusted the way lighting affects foliage at distance by shining through branches and leaves.

Performance
  • Fixed various errors caused by AI spawners.
  • Fixed various errors caused by time of day changes.
  • Disabled unused AI systems from loading on Main Menu to improve launch time.
  • Fixed performance issues caused by house fridges and TVs not initialising properly.
  • Fixed initialisation screen sometimes taking longer than necessary before being removed causing unnecessary time to be spent in the loading screen.
  • Reduced overall density of grass and the amount of meshes used.
  • Replaced all elderberry bushes for performance, until they have a use later.
  • Reduced draw distance of grass by half.
  • Created new LODs for houses, reducing polygon count at distance.
  • Created highly optimised LODs for lighthouse and ocean rocks. This reduces draw calls on assets player is further away.
  • Replaced ocean with new water system and shader.
  • Replaced lakes with new water system and shader.
  • Optimised all river splines, with LODs and reduced shader complexity at distance.
  • Fixed several problematic textures causing long loading times.
  • Reduced the number of Dynamic Shadow Cascades.
  • Reduced the Dynamic Shadow Distance.
  • Adjusted texture compression on all foliage.
  • Adjusted world object Culling Distances.
  • Disabled Volumetric Shadows and Fog cast by the sun and moon’s lighting.

Audio
  • Added impact audio on Respawn button.
  • Added weapon foley SFX.
  • Adjusted foley system to work better with equipment being used. Sounds are more accurate depending on what the player is wearing and has equipped.
  • Fixed issue with footsteps being the same for all surfaces. A collection of different sounds are used for different surfaces.

Our pre-ordering service can give you alpha access here:
http://www.jawsofextinction.com/preorder

Or via the Steam page:
https://store.steampowered.com/app/617850/Jaws_Of_Extinction/

THINGS TO REMEMBER BEFORE PURCHASING JOE

We are aware that the game is currently very demanding on performance and bugs can cause problems during gameplay. JoE is in constant development by two developers and a single 3D artists. We are keen to resolve issues as promptly as possible, although please understand that they are to be expected as the game continues into development.Please make sure to read the following statement from our Steam store page before considering your purchase, as always all your support is appreciated.

BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you. Please also be aware that multiplayer is not yet implemented. This is under development and planned for Q4 2019.

COMMUNITY LINKS

Steam Community Forums
Official JoE Discord Server
Twitter
Facebook
Jaws Of Extinction™ - [KYE] ViviD

WHATS BEEN HAPPENING?

Well, we could not of launched at a more awkward time, the lead developer was moving house that weekend, not due back on project for a whole week. So that saw our fortnightly patch get delayed till the following week (7th June 2019).

But unfortunatly, some of the big changes we have been making are still unfinished and we required an extra week to finish making the changes and testing improvements.

So as well as a plethora of improvements and fixes to player cameras and other mechanics, we hope by releasing our 0.2.7.+a patch on Friday 14th June 2019 we should see some great performance improvements and no more motion sickness :P

WHAT HAS BEEN THE FOCUS FOR THIS PATCH?

0.2.7.+ has had a main focus of world performance, seeing where we can make improvements. The first thing we looked at improving was what was causing the most drain, the sky system (day/night cycle) and heavy complex shaders (materials).



With the aim to make improvements on visual style as well as improve the overall performance, we have totally rebuilt our landscape shader from the ground up, to place in everything we have learnt from development over the years at the same time as cutting out all the demanding instruction count and functionality.



Also making huge changes to foliage density and draw count, using grass meshs spairingly and improving textures to assist in the reduction. This hopefully will not make much difference to the look but will improve performance.



As well as a huge overhaul on the landscape shaders, the next big thing to tackle was water shaders. Due to water having high reflection and transparency, it will always be a drain on GPU if you want it to look good. So again, we wanted to look for a solution that would make our water shader look similar if not better at the same time as improving it's effect on the GPU.



We accomplished this with removing screenspace reflections with our own solution. The water interaction has also been improved, by adding in character wading animations, object water ripples and a new improved underwater visual system, with alot more features to come.

Due to the ocean and lakes also being as explorable as the rest of Eden-Nadir, wrecks will start to show up along the shores and in the depths of both oceans and lakes over the coming patches, ready for ou to explore.



The next thing we looked at was how to improve the complexaty of our sky system. The sky system controls an awfull lot of mechanics as well as talking to our season manager, AI systems, weather manager, loot spawners & world harvest manager, controling when things can respawn and so on.

And again due to the nature of skyboxs with layered clouds and so on, we needed a more performance friendly solution. So as we owned an indie licence for Simul's TrueSKY (used by Ark: Survival Eveolved & DayZ) we thought this would be our solution.

As you can see from the image, it looks stunning, but at its current state, does not fully support DirectX 12 and can cause some large performance hits on large landscapes with opacity masks in place (holes in the landscape for basements and caves).

So we have had to stick with our original sky system for now until DX12 support comes in, but our system is now ready just to turn TrueSKY on.

WHATS COMING UP SOON

For more details on whats to come you can always visit our websites road map. But for a quick overview, here is what our focus will be over the next few months:
  • Performance
  • AI Version 3.0
  • Additional protagonists
  • 4 player coop
  • Exclusive DLC Apparel redemption

THINGS TO REMEMBER BEFORE PURCHASING JOE

As we have stated from day one of our unlisted launch on Steam, JoE is heaverly in development by two developers and a single 3D artists. We know it is very performance demanding and many bugs coming out of the woodwork, please make sure to read the following statement from our Steam store page before your purchase, as always all your support is appreciated.
BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you. Please also be aware that multiplayer is not yet implemented. This is under development and planned for Q4 2019.

COMMUNITY LINKS

Steam Community Forums
Official JoE Discord Server
Twitter
Facebook

EDIT: UPDATE

https://steamcommunity.com/games/617850/announcements/detail/1604885233165500975
May 23, 2019
Jaws Of Extinction™ - [KYE] ViviD


Hey folks,

We’re on Early Access on Steam (rather earlier than you may have expected)! In short, don’t panic - nothing has really changed. Development is forging ahead as before but we’ve had to make an adjustment regarding Early Access.

In order to stay in line with Steam’s policies regarding selling the game though our website at the same time as the Steam store, we have entered Early Access in private mode earlier than initially planned.

In terms of development and patches, nothing has changed.

It was our original intention to enter Early Access at the same time as introducing multiplayer to the game. We’ve had to change this now that we have entered Early Access sooner, but will be releasing multiplayer at the same time as originally planned.

Apologies for any initial trouble with the Steam page or download. The issue is sorted now and you can purchase the game from the Steam page.
Jaws Of Extinction™ - [KYE] ViviD


Public Alpha v.0.2.6.3a - MINI-PATCH

  • Fixed notifications not stacking properly. Notifications now stack to a maximum of five on screen notifications. New notifications will remove first slot before adding a new one.
  • Various improvements on notifications system. Works more smoothly and fixed several errors.
  • Fixed Don’s Hardware shop. Player’s can not enter before the doors are unlocked by quest objective.
  • Fixed holes in Hanouten safezone wall.
  • Added new harvestable sticks. Sticks are now scattered around the map. Pick them up to use them in crafting.
  • Fixed damage volumes on barricade barbed wire from blocking projectiles.
  • Adjusted position of Mistress truck and surrounding landscape.
  • Fixed items not spawning in the back of the Mistress truck.
  • Added loot containers (crates of boxes) in the back of Mistress truck.
  • Repositioned O2 gauge above warning icons.
  • Repositioned weapon and radio frequency HUD elements.
  • Improved visibility of ‘Location Discovery’ notification.
  • Added building menu keybinding to KBAG (Key Bindings At A Glance).
  • Added switching fire mode keybinding to KBAG.
  • Added Temperature display option in game settings menu. Toggle between Fahrenheit and Celsius.
  • Added vocal audio to birds.
  • Fixed campfire upgrades not appearing.
  • Fixed campfire not working properly after placing, destroying and replacing it.
  • Fixed inventory auto-manage logic to prevent items being lost.
  • Fixed campfire ignite/extinguish button appearing incorrectly after destroying and rebuilding campfire.
  • Equipped items no longer contribute to carry weight.
  • Increased base carry weight from 10KG to 15KG.
  • Fixed movement animation speed when moving slowly because of being overburdened.
  • Added death music.
  • Increased stamina regeneration speed (when walking and stationary).
  • Fixed picking up ammunition via the Vicinity tool not removing the ammunition box from the world.
Jaws Of Extinction™ - [KYE] ViviD


Private Alpha v.0.2.6.2a - HOTFIX

  • Completed optimisation of Decontamination Zone with LODs and mesh optimisation.
  • Adjusted loot spawns in safezone towers which were not spawning loot.
  • Adjusted smoke particle transparency on generators emitting smoke.
  • Changed body bags in Decon-zone with body piles.
  • Fixed missing textures on dirt piles in roadworks scenes.
  • Fixed missing textures on TV Screens in Decon-Zones.
  • Fixed missing textures on whiteboard in Decon-Zones
  • Fixed media not displaying on Game Hints.
  • Added truck with bodies Decon-zone.
  • Fixed crouching not being affected by movement limitations (i.e. weight, shallow water, etc).
  • Fixed shallow water not causing player to be affected by other movement limitations.
  • Fixed inventory camera moving above player’s head when opening inventory while crouched.
  • Fixed weight of items not being registered.
  • Fixed temperature spiking at an uncontrollably fast rate after picking up items.
Jaws Of Extinction™ - [KYE] ViviD


Jaws of Extinction – Private Alpha v.0.2.6.0a

Our pre-ordering service can give you alpha access here:
http://www.jawsofextinction.com/preorder

The accompanying Developers Digest will be available this coming Monday 20th May


Player
  • Added new vital: Temperature. Keep your Temperature within safe limits and take action to correct your temperature if it gets too high or too low.
  • A high body temperature (above 99F) will cause you lose Hydration at an accelerated rate. A very high temperature will cause you to lose Wellbeing and will eventually kill you.
  • A low body temperature (below 97F) will cause you to lose Hunger at an accelerated rate. A very low temperature will also cause you to lose Wellbeing and eventually kill you.
  • Standing or swimming in bodies of water causes temperature to decline. Swimming causes temperature to decay faster than wading in shallow water.
  • The Campfire is now a source of heat which affects character’s Temperature.
  • Clothing items now affect Temperature.
  • World Ambient Temperature is affected by seasons, weather and time of day.
  • ST-RV watch shows current Body Temperature and Ambient Temperature.
  • ST-RV watch now displays current date and time.
  • Added new status warning icons to HUD. Player is now warned by a opaque icon if Temperature being significantly affected and a pulsing “!” if it is entering dangerous levels. Additional icons for broken bones, blood loss, smell, visibility and sound have been added, although functionality will be added for these in a future patch.
  • Added new player carry weight dynamic. All items have an weight cost. If you become overburdened, you will start moving slower, until eventually you are unable to carry any more and halt movement altogether.
  • Added new functionality to backpacks and clothes. These items can increase your maximum carry weight.
  • Redesigned campfire interaction. New design fixes various issues found in the last patch. Adding items to the campfire is now handled in the inventory UI.
  • Campfire upgrades are now applied within the campfire. You no longer need to carry campfire apparatus with you in your inventory. Click the ‘Upgrade’ button to select which type of upgrade you want to apply at the cost of some basic resources.
  • New functional campfire upgrades. Choose between the Grill, Spit and Tripod upgrades. Grill will only cook meat. Spit can cook less meat, but also hold a cooking pot. Tripod can only hold a cooking pot. You must have an upgrade to add items to the fire.
  • New (work in progress) campfire interaction animations.
  • New Cooking Pot mechanics. Stand or swim in a body of water, select an empty Cooking Pot or Metal Bucket in your inventory, then click on the ‘Fill’ button. This will give you a pot of Dirty Water. Purify the water by placing the pot on to the campfire until it boils and becomes Clean Water.
  • Added drinkable Cooking Pots and Buckets of clean water. Instantly replenishes hydration to full.
  • Added button to Campfire UI when interacting to ignite and extinguish it.
  • Fixed issue where player could be pulled through walls when using the campfire. Character now sits down at the closest point on the campfire.
  • New Campfire camera position and updated visuals.
  • Removed legacy campfire upgrades from loot spawns.
  • Added new notification UI display when objectives are complete.
  • Fixed Vicinity inventory section not showing after loading a save-game.
  • Fixed various issues associated with switching camera while in ADS/Over-shoulder view.
  • Fixed issue where items being added to a full inventory would disappear.
  • Fixed issue when spending resources from the inventory could result in additional resources being added.
  • Fixed issue with backpack showing in waist slot on startup.
  • Removed player depth of field continuously updating depending on players focal point.
  • Added Experimental feature - Objects near to the camera will blur when player zooms with [RMB] (Right Mouse Button).

User Interface
  • Updated Quest objective UI display with new design.
  • Updated Game tip UI display with new design (partially complete).

Story/Quests
  • Updated how quest system handles allowing player into to buildings and areas depending on your current objective.
  • Updated how the quest system handles quest items.

Game
  • Fixed certain loot spawns producing cat boxes.
  • Created new functionality to check if player has purchased DLC (currently only available for Steam).
  • Updated save data. Players will need to start a fresh game because information in the save system has been updated.

AI
  • Fixed circumstance causing headless Wanderers.

Environment
  • Added four new types of Fern, highly optimised SpeedTree assets.
  • Added new textures for landscape grass, forest floor and road gravel.
  • Added five new types of Sugar Maple tree, including saplings.
  • Added Club Moss Shrubs randomly around the world.
  • Added new River/pond weed to river beds.
  • Added new Popup Decontamination / Quarantine Zone along roads. This area is highly compromised by infected but has some enticing rewards if you are willing to take the risk (expect lots of noise and obstacles).
  • Added new road work locations. These may play an important role in gameplay later on.
  • Replaced all roads with new damaged road meshes and materials.
  • Replaced old Scots Pine tree assets with new optimised versions.
  • Continued adjustments to lighting for shadows, all foliage and sub surfacing setups.
  • Fixed ‘snakey’ branches on Oak trees.
  • Fixed the boat like shape in some of the Oak trees.
  • Optimised 3000+ textures for texture streaming and memory performance.
...