We're excited to announce that Volcanoids will be hitting Steam Early Access tomorrow, January 29th, 2019! The price is going to be 19.99$
Big thanks goes out to our amazing community for being a huge part of the development and helping us shape the game into what it is now.
All Alpha keys are going to be revoked tomorrow at 3 PM CET. Anyone that received the EA key won't be affected. If you own both, just active the EA key once the Alpha gets disabled.
Here's a list of the final fixes and changes that we did based on feedback from our amazing tester group!
CHANGES
You can now reactivate sprint at 50% instead of 75%
All CoalPower top module tiers now take only 5 core slots
Added info to EngineUpgrade (supports up to 2 drillship segments)
Placed window module to higher tech tier (UpgradeBasicProduction needed)
Improved speed of worktable
BUG FIXES
Fixed all periscope sights in caves
Fixed laser drillship hud marker in cave 2
No more flying drillships approaching landing sites on high hills
No flying COGs anymore
Fixed ladder stuck
Fixed player falling in void when entering LS 1 fixed
Fixed player locked in spectator after death
Fixed when the player calls drillship it lands on closest possible LS (won't get stuck anymore)
Cog drillships no longer carry player custom logos if modded
Fixed tree in drillship on landing site 25
Fixed hud marker icons showing up everywhere
Corrected hud markers on Volcano crane
Fixed bad stone in volcano cave
Fixed issue with module repair quest not triggering
Fixed quest: Install ship engine 3
Fixed quest: Research
Fixed quest: Scrap station
Fixed quest: No Coal in drillship
Fixed slug and medkit stacking
Fixed broken voiceover in the outro
Fixed tree in stone at landing site 2
Fixed repair of modules to 100%
If you haven't yet, drop Volcanoids in your Steam Wishlist.
Consider joining the official Volcanoids Discord server if you'd like to talk to us directly or participate in key giveaways.
Final content update before the Early Access release is here! So we're calling on all our Alpha testers, don't go easy on this one! From now on we'll be only polishing and fixing the current features. New content update will come after the launch.
For optimal results with this update, we recommend starting a new game instead of using old saves.
Here are few of the features with some visuals followed by a complete list of all the changes.
STORY INTRO/OUTRO
From now on if you start a new game/finish one the story will be presented to you with concept art, subtitles and a voiceover from The Captain himself.
ADVANCED OPTIONS IN SETTINGS
Based on your requests we added more options in the settings menu.
NEW SCRAP STATION BLUEPRINTS
You will be able to scrap up to 95% of items that you find, so grab all the loot you can!
NEW ITEM OVERLAYS
Appear when the item can't be produced for some reason.
Red = module not opened Yellow = missing resources
IMPROVED CROSSHAIR
Changes based on how far the object you're aiming at is. If the object is in your shooting range the cross will appear + when you hit something (and deal damage) the color will change.
NEW FEATURES
Intro and Outro with pictures, subtitles, and voiceovers
Advanced video options giving player higher control over game's visuals
Advanced game options giving player higher control over game's controls
New recipes for the Scrap Station
Ability to send drillship underground by holding G
Localization support for quests
New item overlay in stations when the item can't be produced
Crosshair distance recognition and hit check
Option to disable headbob
Submarine doors
First implementation of Achievements
CHANGES
Modules can be now opened and closed in interior only by clicking the light and icon panel
Starter drillship now has a crew of COGs that player has to fight before he claims it
Island map has a new player and drillship icon + shows quest objectives
Quest order has changed by moving the "Add segment" quest before going to first lava source
Turret ammo now stacks by 5
Lowered the amount of items looted from dead COGs
Door window module now contains only door options, window module has now its own item
Added message to drillship cinematics to inform player it can be skipped
Updated credits with listed community members active in the development and community management
The file name of the company was changed from DefaultCompany to Volcanoid which also changed the save file
BUG FIXES
Caves no longer block long 4 segment drillships in caves
New quest structure that improves the stability (quests line is less fragile)
Fixed "Repair module" quest (was not possible to finish)
Turrets on Laser drillships in caves 2-3 + Volcano cave shoot at the player
If drillship gets destroyed before the player claims it, the player gets the quest again (before he'd get stuck)
Stairs in submarine fixed (at some angles, you could not walk up)
Submarine ladder fixed + added hatch (was hard to climb down)
Volcano lava effect lowers intensity as the fog disappears (was too bright before)
Modules no longer repair on reload
Modules correctly show damage particle effect after reload
Player now gets "properly" killed if dying inside a drillship hit by the eruption (player got stuck in strange spectator on death)
Exploding drillship will kill the player if standing inside
Closed modules no longer lower the repair speed (the armor of module was applied at repair as well)
Objects do not pop on lower settings anymore (on low settings game objects would disappear too close to the player)
COG drillships can now be claimed by placing Core upgrade to the Core on the wall
Autosave should no longer save when the player is dead (it often happened autosave would override with the player already dead)
Eruption effect no longer blocks after the 3rd eruption
OPTIMIZATIONS
Optimized majority of drillship modules
Optimized hull of the drillship
Optimized visibility of underground objects such as caves and other structures
Hope you'll enjoy the new features as much as we do! If you have any questions feel free to drop them on any of these platforms:
Update 1.14 is still in the making, and all focus goes towards polishing the game before being released in Early Access. So here's a summary of all the new features and changes that we've been working on.
STORY
Intro and outro storylines are being finally added to the game, to explain where players are coming from and why they are doing what they are doing. Pictures with Captain voiceovers explain the history of island and mission of the submarine crew that just landed at the shores of the island. We won't talk about the outro too much :) so that you can enjoy it once reaching the end and silencing the volcano.
CREDITS
As the time for official release gets closer, the credits screen got updated with names of active members of the Voclanoids Discord server. Moderators, closed-testing group, and localization creators will be listed in the credits as the gratitude of their hard work and commitment to the game. We are still adding names, so if you don't see your self there don't worry.
Also, we would like to thank everyone who sent bug reports or reported an issue with the game. We are going through them now and doing our best to fix it. Reports from you help us to make the game better, and with your help, many things get fixed faster as we get valuable data about how the issue happens.
IMPROVED OPTIONS MENU
Many people will be very excited about expanded options window, allowing them to adjust video settings to increase performance, but also things like Mouse flip Y-axis and so on. We hope this addition will make the game more enjoyable for those that had issues with low FPS.
CLAIMING YOUR FIRST DRILLSHIP
The starter drillship that players need to claim at the beginning of the game, now has it's own crew that you have to fight before taking control. This gives us to change to introduce the COGs early in the game and bring at least a little bit of combat right at the start. From now on, it will also be possible to claim COG drillships. So if you find one that you like more than your own, feel free to claim it. Keep in mind that you lose ownership of the previous drillship, so pack all your valuable items in advance, or park closes so that carrying items from ship to ship is fast.
MODULE IMPROVEMENTS
Modules and production stations also got some tweaks and improvements. Many players (including us), had issues with accidentally closing modules when inside the drillship. Now the modules can be opened only if the player clicks the small panel with light and module icon. The rest of the module case does not react. There is no change about opening/closing modules from outside. For production stations, new icon overlay was added when the item can't be produced because of no available module or missing materials.
SCRAP STATIONS
Scrap station also got tons of new blueprints, allowing the player to recycle the majority of items into one base material. This comes handy after the last update, where COGs have tons of loot and players have no chance to get material even from items they don't need. Or it is possible just to scrap all old modules as the drillship gets better over time and T1 modules are not needed anymore. It can also come handy if you need one more grenade to blow up the Laser drillship but have no materials for it. Just deconstruct and scrap a device, and you can are good to go.
SMALLER FEATURES
Many more smaller features are being implemented as well. Such as improvement of the drillship "orders" allowing players to call drillship to new landing sites (press + hold G). In 1.14 you also get chance to just tell the drillship to go underground, in cases where you need to focus on attacking the enemy and don't have time to run back to the drillship every single time a COG walks by.
Next to that island map got some new icons for player and drillship, but most importantly now also shows quest objectives and where they are. This will greatly help when planning the next destination for your drillship.
And that's it, thanks for reading! For more sneak peeks and updates consider following us on these platforms:
Hey everyone! One of the final updates for the closed Alpha is here! Lots of new exciting features have been added and for the first time, there's Linux support as well!
LASER STRUCTURES
No more "press E and run". Now it's the real deal as you'll have to destroy all the modules located on the pillars to bring the whole thing down. Won't be easy as COGs are protecting it and some might have turrets on them as well.
GRENADES
Will come in handy, especially when trying to bring down one of the laser devices. Also great for taking out large groups of COGs or their drillships with turrets (as you can see in the screenshot below).
NEW FEATURES
Laser Structures - player now has to destroy laser structures in each cave in order to win the game
Grenade that player can use against COGs and their drillships
COGs now have random loot, a large variety of items can drop
Linux support!
Real-time player map - players can now see where they are and where the drillship is located (to open map press M)
2 new types of shotgun ammunition, switch by pressing the middle mouse button
Drillship safety features, player can no longer lose ship by sending it underground, press G to call it back to surface, also you can call drillship to your current location by pressing G as well (drillship will land on the closest landing site to you)
Drillship Emergency Handles - If players get to a situation where they are stuck, and can not move the drillship (devices lost, no material etc.), they can pull the emergency handles that will send the drillship to the landing site closest to submarine, player, can this way repair their drillship and continue further
Warning: Online cargo is full (works same as Energy or Landing site occupied)
Closed modules now have armor, applies only to modules that can be closed and opened
New visual of lava and smoke particle effects in lava pools, volcano, lava sources
CHANGES
Repair kit has only one stack, to balance it lasts longer
Video tutorial screen in the main menu has been disabled
COG NPC navigation, COG now do better patrols and should less get blocked by an obstacle
Increased number of COG units on the map
Drillships now bring more COG units in one turn (before they had to go 3x times to bring all up)
Quests - updated to reflect the Cave Laser drillships, Turret quest, Preparation to fight quest
Quests - adjusted to warn player eruption is coming, but not blocking players progress until only 40 sec left to eruption (was 2 min before)
Overall Cave visuals
Modules now have detailed info about their stats in the production menu
Shotgun reload and shooting is faster
A different sound of the eruption
Sulfur powder now stacks 10 and is faster to produce
BUG FIXES
Lava not killing the player
Random death screams no longer happen
COG bodies were not removed by eruption blast
Special thanks goes out to our closed testing group for helping us polish the update!
Hope you'll enjoy the new features as much as we do! If you have any questions feel free to drop them on any of these platforms:
What's up, everyone! Here's another Developer Update covering improvements on combat, NPC navigation, and cave structures. We also show a couple new features such as explosives, module armor and more.
COMBAT
In the upcoming update, there are going be many new features improving combat and the overall need to fight more than ever before.
The biggest change is that you will actually have to destroy the cave structures. No more pressing E and running before the COGs notice you.
Together with this, you will get access to some simple explosives (veeery raw and OP prototype on GIF below), that can be thrown on drillship modules or COGs. This should make the destruction of COG drillships, annoying turrets, and the cave structures.
Next to that, the shotgun will get two new ammo types that will allow the player to upgrade firepower while moving through the areas.
MODULE ARMOR
A lot of people will also enjoy the new armor feature, that adds armor to all modules that are closed. This means that you can better prepare for incoming attacks by closing all production modules, increasing their chances of survival.
NPC NAVIGATION
Another big improvement was done on COG character navigation. The new system is very well optimized which allows us to add more COG units to the map.
Also their ability to get to places, and chase you increased a lot as well. They should not get stuck around obstacles as easily as before.
Red and green shapes represent COGs and purple shapes represent enemy drillships.
OTHER SMALLER FEATURES
Other smaller features that were added include: emergency levers (in case you get stuck in a cave or something), warning when online cargo gets full, random loot dropping from COGs and more.
Thanks for reading! For more sneak peeks and updates consider following us on these platforms:
This week was in the name of bug fixing. We basically spent all the time going through bugs you guys reported and did our best to fix them. Some were easier than others, some are still in the game.
We originally planned to give you the hotfix update as soon as possible, but it turned out into a full week of fixing as new and new issues were popping up. That is why instead of hotfix update, there is now 1.12. Update released today. We are sorry for this and will do our best to have a better management system to give you the most important fixes sooner (especially those that kill the player for no reason).
Thank you for sending us all those bug reports, it helped us tremendously!
NPC NAVIGATION
A lot of time was focused on COG navigation on the surface and correct deployment of units to locations. This requires a lot of test runs to find all possible choke points and issues where COGs would get stuck and never reached their location.
GENERAL ADJUSTMENTS
Apart from fixing, we also made some adjustments. Such as increased shotgun damage for the player, increased production speed in worktable and added starter items to submarine and starter drillship. So make sure to check all the chests before going out from submarine.
BUG BOUNTIES
For those that are interested in bug hunting, there is a new type of challenge for reward. Check the bug trello board and see the second column called "Bug Bounties". These are bugs we know about, but can't fix them as we don't know when and how they get into the game. Anyone that tells us the exact steps to trigger at least 3 of the bugs listed there, will receive a key to the full game.
CHANGES
despawn of COG units and drillships when the player enters another area
improved COG guard locations, attacks and defense groups
turret has a different sound and range adjustments
faster worktable production
increased player shotgun damage
submarine and starter drillship has items in chests
BUG FIXES
player no longer gets killed when standing in the tunnel between segments
player no longer collides with a COG drillship when underground
player no longer falls through the ground after loading the game
improved COG navigation on the map and inside drillships
COG drillships no longer become idle after a reload
turret module no longer shoots player inside drillship
player can no longer deconstruct modules and interior devices from enemy drillships
enemy drillship does not go underground if player inside, instead it waits until player leaves
player can no longer use COG drillship control panel to set a destination
"send feedback" no longer fails if log files that are too large
dead bodies of COGs no longer play sound after reload
Thanks again for your help and patience! If you have any questions feel free to drop them on any of these platforms:
The long-awaited update for the Alpha is here! New features include turret modules, enemy drillships with crews, drillship destruction, ability to break COGs to pieces and more!
For an in-depth explanation of the bigger features check out Developer Update 4
NEW FEATURES
Added the turret module
Added COG drillships that drop off COGs on specific locations
Added destruction of COG and player drillships
Added notifications about the landing site availability
Added lever animation to the target selector
Added Santa hats (only red COGs have them)
Increased inaccuracy when COGs shoot
Added ability to break COGs to pieces
Added option to turn off HUD in settings
CHANGES
COGs no longer directly spawn in locations
Player can now strafe while sprinting
Player's stamina lasts longer and recovers faster
Help screen has been updated
New font used on all the remaining text
Send feedback menu improved
Drillship movement kills both player and COGs
BUG FIXES
Player no longer gets stuck on a ladder if the ladder gets removed
All drillship sounds should now be 3D and should play correctly based on distance from the player
Hull integrity should now reach 100% if all modules fixed
Fast mining no longer possible, sorry Hab :(
As some of the features are quite big, it will take some time to eliminate all the possible mess ups. But with your help, it should be smooth as butter in no time! (make sure to save often in case you encounter a serious bug)
Hope you'll enjoy the new update as much as we do! If you have any questions feel free to drop them on any of these platforms:
Hello everyone! This week we'll cover new ways to dismantle COGs, cave devices with effects, drillships roadkills, localization and more!
COG DEATH
Ondrej focuses on all sorts of ways you can dismantle COG units. So shooting them with a shotgun won't be the last thing you can do to take them out.
The pickaxe can be now used to break apart disabled robots to pieces and last hit that kills a COG will break apart the part that has been shot (leg, arm, etc.).
This feature had to be implemented to ensure you won't get stuck in corridors if COGs board your drillship and you have to fight them inside while underground.
DRILLSHIP ROADKILL
Drillships now kill anything that steps in their way when moving. This includes the heavy side wings that will squish anything standing too close. COGs better check twice before crossing any landing sites now!
FLEET OF COG DRILLSHIPS
The fleet of COG drillships is finally finished and assigned to locations.
Every area and travel node will have specific COG drillships guarding the place. Each ship has different interior setup, modules, and loot.
You can see the map notes marking all locations COGs will be guarding. Each area is assigned to specific travel node, and if COG drillship surfaces there, enemy units will make their way to the location and guard it.
LOCALIZATION
Ondrej also started working on localization, that will allow translation of the game to different languages. The system is still under construction, but you can already see how it's going to work.
Anyone that will wish to do a translation, will download a file that can be translated. To test the translation, anyone will be able to place this file to their Volcanoids game and see right away how the text looks. Once the file is finished, you can send it to us and we will add it to the game for future builds + giving you credits for translation.
CAVE DEVICE PARTICLES
The cave device finally got all the particles and is ready for implementation when update 1.12 takes place
FUTURE PLANS
All the main features are done for the 1.11 update and we have to do a lot of testing to ensure all runs well. We won't be waiting till next Thursday, but as soon as the build is stable, we'll do an announcement and the new build will be released on Steam.
Summary of what will be added
Turret module
Enemy drillships
Drillship destruction
Enemy drillship crew (new COG behavior
And that's it for this week!
If you'd like to participate in the Volcanoids Alpha, you can sign up on our website: https://www.volcanoids.com/
To keep up with all the latest news, contests and sneak peeks consider joining our Discord server: https://discord.gg/volcanoids
Hey everyone! Here's another Developer Update covering enemy drillships, wrecked drillships, turret modules, screenshot contest and more.
ENEMY DRILLSHIPS
Enemy drillship will now be surfacing all over the island so you will have to be more careful when crossing the map.
Each drillship will have its devices and COGs that will guard it
You will be able to attack the drillships for loot and even destroy them completely
If enemy drillship is on a specific landing site, it blocks the point and you won't be able to surface there with your ship
ENEMY DRILLSHIP CREW
COG units won't spawn directly in villages and close to lava pools anymore. Instead, they will come from the surfaced Drillships and walk to their assigned location.
When an eruption is coming, all COGs will return to the drillship and go under (this will add more interesting situations where you might run into a group of COGs "going to work" or running from the eruption as well)
If you land in the same landing site node as the enemy drillship, COGs will keep attacking your drillship
Below you can see the enemy drillship deploying COG units.
TURRET MODULE
Works as expected. Defends drillship from enemy units attacking it. Be warned tho, as the same turret will be guarding COG drillships as well!
DESTROYED DRILLSHIPS
If drillship's hull HP drops to 0, it will explode and be destroyed, killing everything inside and in close proximity
This can happen when all modules are destroyed by enemies, or by a volcanic eruption
Torso of the destroyed drillship stays on the landing site until it is scraped for resources or future eruption takes it away completely
If your or COG drillship lands on the point, the torso will be removed as well
NEXT UP
Finalize implementation of all the features mentioned above
Localization support - community will be able to create translation sheets for the game
Testing, testing and more testing so we can hopefully release a new update next week
COMMUNITY SCREENSHOT CONTEST
These past 2 weeks players could submit screenshots from the Alpha to participate in the community screenshot contest.
Big thanks to everyone that participated and here are our top 3 picks:
"Drillship" by Mustaro
"End of my life" by Piterkooo
"Caught red handed" by The Politest of Cats
We'll get in touch with the winners and hand out prizes.
If you'd like to participate in the Volcanoids Alpha, you can sign up on our website: https://www.volcanoids.com/
To keep up with all the latest news, contests and sneak peeks consider joining our Discord server: https://discord.gg/volcanoids
Hey everyone, here's a summary of what the dev team and the community have been up to this past week!
TURRETS
Tomas finished modeling and texturing the turret module. So it is now ready for the programming implementation into the game.
The back side is a little different from the other modules. The 3 lights on the back will tell you if the module has ammunition, if it's open and if it's targeting something.
The turret module is going to automatically take ammunition from the cargo module similar to how powerplant modules take coal. The only difference is that the ammo will be taken in bigger batches and not consistently since when you're under attack you don't want cargo modules to be open.
And here's a small sneak peek of how the drillship looks with the turret on it. Finally not only a mobile factory but a proper fortress as well.
OPTIMIZATION
Ondrej took full advantage of the new terrain optimization tools in the new Unity version and used it on the island. So the island is now way more optimized but at the same time looks better. (left unoptimized, right optimized)
CAVE STRUCTURES
The cave structure (that will replace the enemy drillships inside caves) is now fully textured and ready to be implemented.
And here's the animated version inside one of the caves (missing particles).
NEXT UP
Implement Enemy Drillships that will roam around the island with COG units inside them
For anyone interested in the behavior of the Enemy Drillships here's the Game Design Document that contains a basic description of the features
COMMUNITY SPOTLIGHT
Hab and Wildbill have been working on the Volcanoids Discord bot that's making the weekly key lottery among other stuff soo much easier to manage, so big thanks goes to them!
NoobySweede released a new video covering the State Saver device that allows you to create custom module layouts. So if you don't know how to use them yet, check out this video tutorial: https://youtu.be/zUiuEHuPlkA
A lot of people suggested that once the island gets bigger it would be nice to have an additional vehicle to travel just on the surface. Schakal made this awesome sketch of how the vehicle could look like. Later on, we found out that this kind of vehicle actually exists.
Schakal also created these 2 models of crow nest modules that could work really nicely with a long ranged rifle.
And that's it for this week. Thanks for all the support, feedback and suggestions, it means the world to us!