It has proven to be very effective to go medieval on COGs in certain situations.
But do you know what would be even more effective? Going medieval with something that was actually designed for chopping off rusty robot parts rather than mining. And that's where you come in.
Submit your melee weapon ideas in our Discord server and we will pick a few of our favorite ones. After that, you guys will be able to vote which one of those will make it in the upcoming update and the person that submitted the winning weapon will get to name it as well.
You can submit your melee weapon ideas in our Discord server until this Friday, July 24 and the chance to vote will come shortly after.
Hey everyone, the Summer Sale is here again and Volcanoids is joining the annual wallet massacre with a 25% discount!
I know that many of you already own the game and in that case, now's a great time to recruit friends for your crew so you can commandeer drillships, survive eruptions, bathe in lava and fight robots together.
Latest major update
For anybody checking our progress after a long time, the most recent major update was the Co-op Update released on May 20 (roughly a month ago). This update added the highly requested co-op multiplayer, new devices, new items, and some QOL improvements. If this update flew under your radar, check out the trailer below.
Cool, what's next?
When going through your feedback after the Co-op Update we agreed that the thing that needs the most attention right now is combat in general. So the next major update is going to revolve around that. Here are some sneak peeks of what's coming.
Disclaimer: everything you'll see below is a work in progress
New enemy units
Friendly and not so friendly.
Default unit visual overhaul
New look, new guns.
Player will get some love too, don't worry
New weapons, new and improved first-person animations and more player-related goodies are in the pipeline as well.
There aren't many sneak peeks of this right now but once we have something, we'll share it on our social media channels, so keep your eyes peeled there.
Hey y'all! We released a new update focused solely on fixing, optimizing, and changing things based on the feedback we got from you since the Co-op Update. Check out the full changelog below to see if that annoying bug you told us about got fixed!
What's New
Full Changelog
Improvements
Quests now correctly handle missing devices/modules
Items are now moved into player inventory when deconstructing chests
Items in production are returned when deconstructing stations and worktables
Optimizations
Major drillship movement & deploy optimizations
Quest UI rendering optimization
Cog AI minor optimizations
Other minor optimizations
Fixes
Major occlusion culling fixes
Achievements now work properly on clients
Cogs now use a ladder properly after load
Minor networking fixes and improvements
Better system of password protection
Fixed issue with multiplayer lobbies
Fixed submerging lever not updating to drillship position
Fixed disappearing doors in drillship segments
Items no longer get lost when canceling production
Fixed issue with missing roof module that caused a hole in the ceiling
Items are no longer lost if player deconstructs mounted chest
Watch new trailers, teasers and tutorials on YouTube
As always thank you so much for your feedback and continuous support! If you haven't yet make sure to follow us on social media as we share sneak peeks of upcoming features pretty much daily now. Take care everyone!
What a ride it has been towards the release of this update, wow! First of all, we would like to thank you all for the amazing support during the build-up to this update, you know it means the world to us!
Now, let's move on to the main reason we're here, the Co-op Update. From now on you will be able to crew up with up to 3 other friends to commandeer drillships, scavenge, build, fight and survive together! Apart from the new co-op mode, there are also new worktables, bunk beds, items, and other improvements we made based on your feedback. We are also celebrating this update release with a 25% discount!
Check out the brand new trailer for this update below:
What's New
Co-op Multiplayer
To play the new co-op mode all you need to do is choose one person that will be hosting the game and take on the role of the crew captain - ideally, the one that has the strongest PC, since it has to manage everything. Once the game starts, others can join through the "join game" screen and start playing. Quests are completely synchronized within the crew, so everyone can take part in managing the drillship systems, fighting COGs, or gathering resources.
For now, the crew can own only own one drillship but that will change in future updates. Crew captain is the only person that can save/load the game. If the captain decides to end the game, it will also disconnect all the other players. Any new player that joins the game will spawn directly to the drillship, or into the submarine in case the crew has not claimed one yet (or lost one).
New Worktables
New devices were added to the beginning of the game to make the learning curve smoother for new players. Submarine and the starter drillship have been updated with research and refinery worktables working as standalone devices, meaning they don't need any other modules, storage, or energy to work. This means that players have more time to learn about all the advanced module systems.
The Boiler
Drillships were also equipped with a main panel placed at the front wall called "the boiler". The boiler gives access to all essential controls and information that is needed to successfully operate the drillship.
Player Respawn
Death is no longer an issue in both single and multiplayer games. You will simply respawn back in the submarine or a drillship if your crew owns one. When you get killed, a backpack with inventory will be dropped on the ground. You must act fast because it can get easily destroyed by the eruption or the COG drillships can carry it away in case you died in one.
In cases you unexpectedly leave a multiplayer game, your character will stay in the game for approximately five minutes (we may or may not added a silly emote when this happens). In this time, you can still log back in and continue where you stopped, unless your character gets killed by COGs or the eruption. After the time runs out your character will die and all the loot will be dropped on the ground in a backpack.
Bunk Beds
The new bunk beds play an important role in multiplayer. You can log off through them, and safely store all your inventory while your character is sleeping. So next time you log in, you will have all your stuff, and since the bed moves with the drillship, you won't have to catch up to your crew.
Full Changelog
Main Features
Co-op multiplayer
Quests are synchronized within all crew members
Player respawn (Single and Multiplayer games)
Refinery and research worktables
Schematics (different way of upgrading production in drillship)
Multiplayer screen for managing players in-game (kick/ban)
Custom logo accessible from the main menu
Major Changes
Players no longer have one life, they respawn either in drillship or submarine after death
All production stations now allow queue for crafting
Changed submarine interior to contain only starter technology (no modules)
Changed starter drillship interior to contain only starter technology (no modules)
Changed tech tree
Updated questline
Engine upgrades no longer require Core upgrade of the same level to be installed
Changed loot spawned in COG drillships
Other Changes
Adjusted audio throughout the whole game
Player now takes one stack of item from online storage by default (no longer taking whole coal storage - Shift = 1 item, CTRL 5 items, CTRL+Shift All items )
Updated research icons to better show what is crafted and from what - Suggested by TheFireDragon on Nolt
Updated scrap recipes to better reflect what happens with the item
Scrap metal and destroyed modules can be picked up without the need to use the pickaxe to mine them (press E)
Increased chest storage size
Increased front drillship storage capacity
Increased storage capacity in T2 and T3 Storage modules
Pickaxe is mining slower
COG respawn tube has higher HP
Bug Fixes
Optimizations at all levels
Fixed navigation issues in quests
Chests and devices are now properly saved on the submarine
Players can't accidentally downgrade their drillship anymore
Watch new trailers, teasers and tutorials on YouTube
Thank you so much again for your support and patience! Hope you have a blast with the new update and if you have any questions/feedback you know where to find us.
Hey! Long time no see so here's another Development Update covering most of the things we did in the past few months. But before we get to that, we hope you're all doing fine and staying safe in these weird times. We are. The only thing that changed for us is that we had to move back in our apartments, so back to how things were before Early Access. Now we got that out of the way, let's get to the new stuff!
What's Coming
Co-op Multiplayer
Many new features and devices were added to support the drillship "crew life". Co-op in Volcanoids will be about operating the drillship and managing tasks together as a team. One player will be able to drive the ship, while the others set up production stations, spy through the periscope or create new items before the ship hits the surface.
Friends that get caught off guard by the eruption or a group of COGs and lose the fight will also lose their loot. However, they can quickly re-join the crew by respawning directly in the drillship.
Bunk Beds
To support the idea of group progress, players can log off in the new bunk beds that work as a safe point. Now, even though you're offline and all your friends are still playing, you're still going to travel with them since the bed is placed in a mobile base. And once you log in again you will be back with your crew right away, even if they progressed to a completely different part of the map.
Simplified start of the game
Based on feedback from the community and content creators the crafting system got a rework. The start of the game is now focused on being more gradual in terms of introducing new devices and systems. All the different modules, levers and buttons right from the start were often overwhelming for many players.
So from now on, players will start with basic crafting stations similar to other survival games and will be gradually introduced to modules later. We hope this makes the first experience for new players way more enjoyable and removes the frustration of having no idea what all the different buttons do while also getting stressed out by the upcoming eruption.
Some of the new content is still "work in progress" when it comes to visuals, and will be until we finish all the technical parts. For now, we are going with the sailor character, that will get improved in upcoming updates.
Content for future updates
Co-op is now at a stage where we just keep polishing and bug-fixing stuff, so to make sure everyone has something to do, artists (more on that later) started working on assets that will be added to the game in future updates after the Co-op update gets released.
Improved COG unit models
Volcanoids veterans will remember the raw models of new COG units teased on the roadmap some time ago. Now they are getting complete rework by Alex.
New front drills
Extra work also went also into designing new front drills, that would better reflect installed upgrades. It's based on community feedback where a lot of players got confused about which drillship has the upgrade they are looking for. There are more models to come, each representing a specific front drill upgrade.
New Locations
Lastly, more locations to explore are also in the pipeline such as these (drill)shipwrecks.
The Team
New team members
Since the Co-op Update is a huge task, more people have joined the team. The ultimate goal is to bring you more content with each update, and since there is only so much a developer can do, growing the team is the only way to achieve that. There are so many great ideas from the community and concepts that still need to be added and this will make the process faster.
Now let me introduce our new members! Alex is in charge of 3D modeling and animation. David focuses on audio design and his first task was to get rid of all the ear destroying sounds many players pointed out. Dusan and Tomas have been testing like crazy for the last couple of weeks, trying to catch them all! (bugs not pokemons)
Watch new trailers, teasers and tutorials on YouTube
We would like to thank YOU big time for all the support and patience you guys have with us. Stay tuned, more news coming soon! If you have any questions, ideas or feedback, feel free to let us know in the comments below.
Ondrej and Lukas worked hard on optimizing the game after we got tons of reports of poor performance. The game should run much better now, as they profiled many aspects of the game and focused on things that seemed to cause the biggest hits on FPS. Hope this update will make your game run much smoother. Please report anything that looks strange, or does not work... you know the usual. Lastly, we would like to thank you so much for bearing with us and for all the reports you guys sent us, it helped us a ton!
Fixed physics performance peaks, caused by slight collision movement
GUI and HUD performance optimization
Wagon corridor optimization
Added lower-tier loot to higher Tier 2 and Tier 3 cog drillships
Increased time of cog respawn from 5s to 15s
Mine names on the map are correct now
Fixed an error where crystals in a mine-cart could not be mined
Fixed crash that occurred when user run out of GPU memory
The Very First Steam Build
If you'd like to see what the game looked like approximately year and a half ago, we uploaded the build on Steam. All you have to do to play it is to switch branches from Main to the Snapshot V1.07. In case you don't know how to switch branches, check out the tutorial below. Last thing I should mention is that if you encounter any bugs (which you likely will), please don't report them.
Hey everyone! It's our first birthday today and what better way to celebrate than with a new update! The Blast Shelter Update is now available and offers new locations, new ways to survive and a new tool filled with vital information. We also have many other things we want to talk about so please bare with us as this announcement is a little longer.
What's New
F1 Help Screen
This feature should greatly help with the learning curve of the game. To access the main wiki, press F1. This will take you to the main screen where you'll see a list of pages. As you progress through the game, you will be able to unlock more pages by picking up items, accepting quests or just looking at objects and pressing F1. This brings sort of an exploration feel to the game since you don't see everything right away. In the future, we plan to adjust quests as well so they support the story more. Every time there is a new page, you will get an on-screen notification and the new page will be marked in the archive. Give the archive a try and let us know what information is missing. Lastly, the archive is only in English right now but will get localized eventually.
Blast Shelters
To solve the "anti-exploration" issue with you having to run back to the ship each time eruption is about to happen, blast shelters were added to the game. When you're inside a shelter, the eruption won't kill you. This greatly affects the gameplay, as you no longer have to go back and forth to your drillship all the time. Instead, you can progress on the surface and call your drillship to a landing site (by holding "G") you discover on the go. To find a blast shelter, look inside villages. Every village has at least one blast shelter. The map now also includes mines, that next to protection from the eruption also hold a large number of ore deposits. There are three types of mines - coal, normal and rare. Each of the basement shelters also has at least one chest, that contains some items. The inventory is saved so you can also use it to store items in case you are about to attack a ship and don't have enough room, or plan to fall back from a fight.
COG Spawn Tube
From now on, COG units will spawn from spawning tubes and drillship will no longer bring new units to surface every single time you kill some. This greatly simplifies tons of stuff and also changes the way COG drillships are raided. No longer will drillship run away from you when you're about to enter. All you need to know is that now your main priority while raiding an enemy drillship should be searching for the tubes and destroying them before new units are spawned. Tubes with color mean a specific type of COG will spawn, while no color tube is a universal spawn point. So, for example, the black tube will spawn just and only military COG units.
Changes
Drillship Spawn System - Due to multiplayer implementation, we had to change the way COG drillships spawn. From now on, if you destroy a lava source it means COG activity for that area is over and no drillships will spawn. You have to travel to the next area in order to find new COG units. There is a plan to have so-called "Hunter Drillships" that will attack the player directly in areas with destroyed lava sources, but that's still in progress.
Long Loading Times - Ondrej did some crazy magic and finally solved the long loading times so the loading times should be much faster. If not please report it asap.
Changed Map Progress - From now on, you're not able to get to other areas unless lava source is destroyed. There is a hot lava stream that blocks the way and cools down only once lava source is destroyed. This means you can't really ignore the first lava source and go straight into area 2 anymore.
Save Compatibility - Since this update brings some major changes in map progression, we tried to cover possible issues with older saves. Few safety features have been added to solve potential problems. Such as if you destroyed a laser device too early, and your ship is stuck due to a low drill upgrade, a higher tier should install automatically. Or, if you happen to stand on a terrain that was changed, you will fall through the surface but eventually get teleported back to your drillship. In general, saves should work fine. If you still run into an issue please send me an email to tomas.rampas@volcanoids.com and I'll see what can be done to save your progress.
Difficulty and Balance - Based on feedback from testing, it seems some difficult scenarios and custom map settings can end up being extremely hard. We are aware of this and will focus on the problem during the rebalancing period.
The Team
First Birthday
The time flies by like crazy and all of a sudden it's one year since Volcanoids was officially released on Steam! First of all, we would like to say huge thanks to the community that supports the game and helps in every way possible. From feedback and suggestions that help to set priorities to testing and reporting issues found in the game. Without you, the game would not be where it is today. We would like to send out a batch of small 3D printed drillships as a token of gratitude for the support given by members of the community. Thank you so much!
If you own a 3D printer and want to print your own drillship here's the model download link.
New Team Member
We are also slowly growing as a team. Lukas has joined our ranks as a game designer and implementation specialist. This will greatly help with the development process and the amount of new content for each update. So stay tuned for more development updates!
The Community
Nolt for Community Suggestions
We recently discovered a new platform for community suggestions that makes everything so so much easier for everyone. You can easily post suggestions without being forced to sign up (not like it's hard, you just sign up with your email) and upvote/downvote/comment on other suggestions. Where Nolt really excels is its ability to filter, search and tag suggestions you guys make. This means we will be able to keep track of what features you guys really want much easier than ever before and set priorities according to it. So go make your first suggestion here: https://volcanoids.nolt.io/
What's Next
There are still so many things on the roadmap. So 2020 should be as eventful as the previous year. Starting with the multiplayer implementation that will now require our full attention. Ondrej has some of the technical core aspects done, and now it's time to start adjusting the game from a game design point of view. A few examples would be a complete rebalance of resources, recipes, and production systems. This is where all the feedback from the community comes very handy and we will do our best to address it. The overall idea is to develop an alpha version of a 4 player max. co-op multiplayer. Anyone will have chance to join the testing and try it out. Once enough feedback is gathered from the community, we will iterate and improve the game based on that.