As for what you can expect from this update, we dedicated it to some of the most requested features by you guys mainly related to quality of life but also production, quests, and other parts of the game that needed some long overdue love.
Pretty much every change or improvement we did for this update was based on some suggestion, request, or feedback we got from you or from watching gameplay videos.
So lots of improving here and there but we also got some completely new stuff for you as well as you'll see below.
Enough small talk let's get to the best part...
TEASERS!
Hope you liked the teasers! Will be sharing more leading up to the release on our socials (links below). So I'll see you there and if not, then see ya on Monday!
- Rich and the team
Social Links Join the community on Discord Follow us on Twitter for more teasers Subscribe to our Newsletter to get only the most important news in your inbox (e.g. new update)
Hey everyone! The end of 2021 is slowly approaching so we figured an end-of-year development update would be in order before the team leaves for the holidays.
So first things first, let's cover what you're all here for...
Theme of the *Next Update*
The upcoming update is going to be dedicated to the most requested features by the community regarding quality of life, the steep learning curve, production, and many other aspects of the game. There is still a lot of play-testing and figuring out how to approach the changes. But the main focus is on production, simplifying the systems, and allowing things that were not possible before.
Translated into features, you can expect stuff like
Customizable toolbar
We've seen so many players getting confused by the predefined toolbar. So in the next update, you will be able to just drag and drop items from your inventory into any toolbar slot like you're used to. No more hectic scrolling during intense firefights.
Remote access to periscope
How annoying is it that the moment you decide to go exploring, you get a notification that your drillship is under attack? And now what... do you go back or continue exploring risking that you'll return to a destroyed drillship? Well, we are working on a feature that will allow you to access your drillship's periscope from anywhere so you can see how serious the situation is.
Damaged parts showing up on UI
Say bye to running around checking each module's HP individually, any damaged parts will show up on your UI when holding the wrench.
New modules
This module will passively produce energy when the drillship is close to lava underground.
Early-game improvements
As mentioned in the beginning, the steep learning curve is a big issue, especially for new players and we really want to do something about that. Above is an example of one of the many improvements we'll be making. We've noticed that new players always have a hard time capturing the first drillship because they can't find the core.
Two big changes regarding production
Making online storage (the collective inventory of all storage modules) function underground
Making it possible to keep production going even when underground
These two changes combined mean that you and your crewmates can do a lot more while waiting for the eruption to blow over. For example, you can arm yourself while heading towards the next laser cave, or set up the production line so that you can run out the door as soon as the drillship lands. No longer you'll have to sit underground with almost nothing to do, just waiting for the volcano to calm down.
So what's the point of deploying on the surface then?
Production on the surface is going to be way more efficient than underground. Also in future updates, we plan to add more survival mechanics that will make underground production more resource-heavy than on the surface.
The idea behind these changes is that we want to reward players for having a deeper knowledge of the game's systems, rather than punish them if they don't. So the better the knowledge the better you will be at utilizing all the production systems and getting the most out of your resources and time, and therefore progress much faster. And if you don't have the knowledge yet, you won't be as heavily limited as you were before.
The impact of these changes already solves some of the most requested QoL changes:
The front drill storage no longer gets full with items, forcing you to stop driving and move items elsewhere. Now those items will just continue pilling in the free storage modules you have on the drillship.
Waiting underground can be now used much more effectively since all the drillship systems continue working (e.g. production, research)
Many quests are no longer going to be interrupted by the eruption and you will be able to continue doing them underground.
And much more...
But that will be leaked in the coming weeks because I don't want to spoil everything right away hehe.
Rough release estimate
The to-do list for this update is still fairly big but we are definitely aiming for Q1 2022. I'll let you know once there's a closer estimate.
New mods in Workshop
While working on the new update, we also keep polishing the workshop guides and adding information that modders reported to be missing or confusing. To experiment with some new directions modding in Volcanoids could go, several new mods were created for you to check out!
Finally, the whole team wishes you a great holiday season and all the best in 2022! Hope you had fun playing or even just following the development this year. And thank you for all the support!
Rich
Social Links Join the community on Discord Follow us on Twitter and Instagram for more teasers Subscribe to our Newsletter to get only the most important news in your inbox (e.g. new update)
Thank you for your patience and all the feedback on the modding guides! We are constantly reflecting on your feedback and adding more info to places that are not explained well enough. And we will continue doing that until the guides are easy to follow and clear for everyone.
So if you ever get stuck on some step, don't hesitate to post into the modding-help channel in our Discord (and tag Tomas#9155, he specifically requests that) or in the Workshop forum. And please always mention the guide you have an issue with and which section. It will help us a ton!
Patch Notes
Main Game Fixes
Added Mod info window when loading saves (it informs you about the differences between mods set in main menu, and mods set in the save file)
Steam launch dialog on Linux allows you to choose between OpenGL and Vulkan
"Load game" menu now shows settings and delete buttons above each save (it used to show only when you hovered over them)
Improved player's jumping, giving you a better chance to escape from spots where you'd previously stay stuck
Fixed multiple issues where you'd get stuck in spectator view above the submarine when loading a save
Fixed broken armor equipping animation
Fixed issues where mods caused connection problems in multiplayer games
Fixed issue with the Captain not having a proper dress code for the Halloween event
Fixed wrong order of the new dragon and skeleton decals for paint jobs
Steam Workshop
Added new tags: starter, design, visual
Starter tag - Used for any mod, that affects the starter drillships (starter drillship = the first drillship you capture in the game after completing the first few quests for the Captain)
Design tag - Used for mods that adjust devices in the starter drillships
Visual tag - Used for mods that change paint jobs of the starter drillships, for example, a mod that would give a starter drillship a dragon paintjob
Mod SDK Fixes
All creation scenes are now automatically duplicated and available for modders
Duplicated creation scenes have the option to be reset to the default state when Mod SDK gets a new update (this is optional)
Mod Guide Fixes
In general we added and keep adding more information to all Captains modding guides based on your feedback
The guides are being constantly tested, and any reported issue is being reflected
New Captain Mod
Blind Cogs - COGs are blinded from constant work in dark caves with super bright lava. It is almost impossible for them to spot you unless they are fired upon, or damaged in any other way. If that happens, they will charge in the direction of incoming fire and fight back!
Mod Fixes
Large Backpack - Fixed issue with dropped backpacks having only 32 slots, when it was supposed to be 100
New Crew - Captains skin no longer stretches in random directions when wearing a modded armor
Advanced Armor - Fixed issue with armor preventing revive or respawn
Advanced Armor - Fixed issue where wearing armor would block you from changing skin in wardrobe
Interior Device - Fixed wrong camera position when player was seated in the throne
Wrap up
That's it for now folks! Once again, if you get stuck somewhere in one of the modding guides, don't hesitate to reach out to Tomas on Discord or post in the Workshop forum (+ mention the guide and section).
If you have any questions, suggestions, or concerns, post them in the comments below. Stay tuned on our socials for sneak peeks from the next update. And as always...
Have a blast y'all!
- Rich and the team
Join the community on Discord Follow us on Twitter and Instagram for more sneak peeks and teasers Subscribe to our Newsletter to get notified only when there's a new update release or dev log
Lastly, Volcanoids is 20% off during the Steam Halloween sale!
Adding something for Halloween was sort of a last-minute decision but we still wanted to give you guys something. Next year around we plan to do a lot more for it.
Happy Halloween y'all!
- Rich and the team
Join the community on Discord Follow us on Twitter and Instagram for more sneak peeks and teasers Subscribe to our Newsletter to get notified only when there's a new update release or dev log
And with it, almost 60 different mods already available in the workshop for you to play and tinker with!
There are mods for every area of the game. Gun mods, enemy mods, character mods, building mods, quality of life mods, I don't even know what to call these... mods and more!
To celebrate the workshop release, Volcanoids is 25% OFF this week!
We also created a Workshop forum and a bunch of modding-related channels in our Discord so feel free to discuss all things modding there.
Shout out to Melodic Albuild, Lord Gregory, Labyrinth, and everyone else who already jumped in and started creating their own mods and guides for the community!
Last thing I want to mention in this section is that the mods you'll see below are what we call "official mods" which means that they are from us, the devs. All are posted under the Captain's Steam account. The reason why we made them is to show you what can be done with the workshop support and create some foundation.
Now, they are fully at your service. The support is here, as well as the guides and documentation (+ more on the way). So feel free to use these mods, adjust and republish them, or create your own from scratch!
What's new?
when it comes to mods
Gun Mods
The revolver, shotgun, SMG, and sniper all got their modded counterparts with different attributes. Get this mod
Enemy Mods
Add a creepy giant drill head that's inspired by the Pyramid Head from Silent Hill. I highly recommend not running into him during the ash storm. Get this mod
Mix up the battlefield even more with new COG soldiers. Get this mod
Character Mods
Finally, everyone in the crew will be able to have a different character. Just add the wardrobe device to your drillship and pick one of the characters. Get this mod
Building Mods
Add the new heat extractor structures around the map. Get this mod
Finally be able to enter houses in the villages. Get this mod
Armor Mods
Equip new types of armor that look like you put them together from COG scraps. And on top of looking badass, they will also give your entire crew different buffs such as faster production. Get this mod
Module Mods
Turn your drillship into a certified battleship with these new turrets. Get this mod
Fill the bland empty spaces on your drillship with these shiny cosmetic modules. Get this mod
Quality of Life Mods
Increase your character's backpack inventory with the Large Backpack mod. Get this mod
Sprint for as long as you need with the Infinite Stamina mod. Get this mod
Regenerate your health without med packs with the Slow Passive HP Recovery mod. Get this mod
Added community suggested decal sets - dragon, skeleton, corn
Build tool now shows all device variants above the toolbar
Added option to change save file settings (hover over a save file and gear icon appears) - you can even change a save file that was singleplayer to multiplayer so friends can join you
Added option to delete save files (hover over a save file and cross icon appears)
Fixes
Fixed critical issue where mortars and grenades from COGs destroyed your devices inside the drillship, even when walls were not breached yet
Fixed paint jobs on COG drillships
Fixed issue with brown chests around the map not syncing well for host and client
Fixed in-game chat issues
Fixed issue where some players would get stuck in spectator view while loading a save file
Components being used for production are no longer destroyed if the station gets destroyed or removed
Multiple game crashing fixes
How to add mods to your game
It's really simple. Just follow this guide once and I bet you will remember the steps from then on.
1. Start Volcanoids and click on the "Mods" button in main menu and then the "Open Workshop" button.
2. Steam overlay will open on the workshop page. Here you can browse all the available mods. If the author is the Captain, then it's from us.
3. Once you find the mod you want to try, just click on the green "subscribe" button.
4. Then use the SHIFT + TAB combination to hide the Steam overlay and the mod will appear in the mod table. Now just click the checkbox and then the "Apply Configuration" button.
5. The game will restart and you're good to go. To double-check if the mods applied when you start a new game this table with mods should appear telling you which mods you are playing with.
Yes! The way it works is that the person who creates the server has to choose the mods (as shown above) and then anyone who joins him/her will automatically download those mods without having to do anything.
Is there any way I can remove mods from my save file?
Yep, check out the guide below. When you hover over a save file the gear icon will appear. Click on it and the "Edit settings menu will appear. All the way down is an "edit" button. Click it to open the mod menu. There uncheck any mods you want removed, click "ok" and then "save and start". The game will restart and the save will load without the mods you unchecked.
Which mods are from the dev team?
All the mods that have the Captain as the author, are from us. We call those the "official mods" and they are fully at your service. You can use them, adjust and republish them, whatever you want. Any mods that don't have the Captain as the author are from the community. Browse all the official mods here.
Why don't you just add this to the vanilla game?
The reason is that with the workshop in place, we have this fast prototyping ground where no idea is too crazy to be done. Anything can be quickly put together and checked out in the game without having to worry about how it will affect the gameplay for everyone. Things are not super polished, and bugs can appear here and there.
This is a huge shortcut in development and a powerful tool that can give us a better idea of what you guys like and want in the game. If a specific mod becomes super popular, you bet we will consider adding it in the vanilla game! We look at it as an opportunity to create a new form of communication between you and us.
Why adding the workshop now, is the development coming to an end?
Not even close haha. The reason why we're adding workshop now is similar to why we added multiplayer so soon as well. Because it's real pain to add it later on in the development when there might be some stuff implemented that didn't take workshop into account etc.
What we've worked on besides workshop
We realize that no matter how cool we make the mods, some of you are simply not fans of modding. But don't worry, even though this update has been dedicated to adding the workshop support, we parallelly worked on a lot of new things for the vanilla game.
I don't want to spoil too much but among other things we've been making good progress on the island map rework as well as the lore aspect of the game that will tie into the map locations. Basically, we are committed to fixing the repetitiveness of the island areas.
DISCLAIMER: Almost everything you see on the 2 pictures below (except the stuff you already know like the drillship) is placeholder, meaning it's not final art and will look a lot different once it gets released. We are using these low poly assets to get a sense of the scale and different locations.
Wrap up and bonus leak
Can't wait to see what mods you guys will come up with! As always, if you got any questions, feedback or suggestions, don't hesitate to let us know in the comments below.
Have a blast y'all!
- Rich and the team
Join the community on Discord Follow us on Twitter and Instagram for more sneak peeks and teasers Subscribe to our Newsletter to get notified only when there's a new update release or dev log
We got a lot to cover: the release date, preview branch, how the workshop works, and more!
So first things first, the Workshop Update drops...
October 18, 2021
That's less than a week from today!! Phew, we got some work to do.
Live on Preview Branch
That being said the update is now available for testing on the Preview Branch. So if you feel like checking the mods RIGHT NOW, you can! Just see the "How to play with mods" section below.
We created a Workshop forum and a bunch of modding channels in our Discord so feel free to discuss everything workshop related there.
All patch notes will be posted in the Preview Branch forum and our Discord leading up to the official release next Monday.
Lastly, keep in mind that some stuff is not final yet and will be fixed before the update releases.
Some of the mods we've been preparing
Giant Drillhead
To keep up with the Spooktober spirit we added a Giant COG with a drill for its head. Used the Pyramid Head from Silent Hill as a reference. Mod link
Lava Factories
New type of building that will can be found around lava pools. Mod link
Skins
A variety of new skins will be available. Mod link
Submarine Driving
Take the submarine for a drive. But don't scratch it! or the Captain will kill you. Mod link
It's really simple. Just follow this guide once and I bet you will remember the steps from then on.
1. First, you need to be on the Preview Branch, the screenshot below shows how to switch branches.
2. Start Volcanoids and click on the "Mods" button in main menu and then the "Open Workshop" button.
3. Steam overlay will open on the workshop page. Here you can browse all the available mods. Easy way to check if the mod is "official", meaning it's made by the dev team, is to see the author. If the author is the Captain, then it's from us and the mod should 100% work (don't quote me on that tho haha).
4. Once you find the mod you want to try, just click on the green "subscribe" button.
5. Then use the SHIFT + TAB combination to hide the Steam overlay and the mod will appear in the mod table. Now you just click the checkbox and click the "Apply Configuration" button.
6. The game will restart and you're good to go. To double check if the mods applied when you start a new game this table with mods should appear telling you which mods are you playing with.
Yes! The way it works is that the person who creates the server has to choose the mods (as shown above) and then anyone who joins him/her will automatically download those mods without having to do anything.
Which mods are from the dev team?
As mentioned in the guide, the mods that have Captain as the author, are from us. We call those the "official mods" which just means that they should do what's stated in their description, shouldn't break anything in your game, and that we will continue updating them. Check out all the official mods
Why don't you just add this to the vanilla game?
The reason is that with the workshop in place, we have this fast prototyping ground where no idea is too crazy to be done. Anything can be quickly put together and checked out in the game without having to worry about how it will affect the gameplay for everyone. Things are not super polished, and bugs can appear here and there.
This is a huge shortcut in development and a powerful tool that can give us a better idea of what you guys like and want in the game. If a specific mod becomes super popular, you bet we will consider adding it in the vanilla game! We look at it as an opportunity to create a new form of communication between you and us.
Why adding the workshop now, is the development coming to an end?
Not even close haha. The reason why we're adding workshop now is similar to why we added multiplayer so soon as well. Because it's real pain to add it later on in the development when there might be some stuff implemented that didn't take workshop into account etc.
Wrap up and bonus leak
Hope everything is clear! If not drop a question below, harass me on Discord, whatever works for you and I'll try my best to help!
Have a blast with the mods, don't break them too much, and keep an eye out on our socials. I'll be leaking some more stuff and got some giveaways planned too!
Cheers everyone,
- Rich and the team
Join the community on Discord Follow us on Twitter and Instagram for more sneak peeks and teasers Subscribe to our Newsletter to get notified only when there's a new update release or dev log
It's good to see you again! Hope you got some rest and enjoyed the summer! We certainly did but we've also been busy with the upcoming update coming next month.
As the title suggests, it's going to be the WORKSHOP UPDATE and once it's out, you'll be able to mod pretty much anything in the game. And I mean ANYTHING.
Don't believe me? Well, let me show you some of the mods we've been working on:
Character Skins Mod
There's a bunch of cool skins that you and your friends will be able to choose from using a wardrobe device in your drillship.
House Interiors Mod
Finally! With this mod, you will be able to enter most of the village houses.
Captain getting his well-deserved rest... Mod
COG Armor Mod
Wear the skin of your enemies.
Gun Mods
Bunch of modded guns will be ready at release but we are preparing everything you could possibly need in order to easily create more.
Turret Mods
Same thing I said about the modded guns applies to turrets too.
Toxic Eruption Mod
Decal Mods
Got a bunch of decal package mods ready for you as well but you'll essentially be able to take any picture and import it in the game to use it as a decal.
And more to be revealed soon...
Questions you might be asking
Update when?
As mentioned in the beginning, the update will come sometime in mid-October. We still want to polish the example mods, update Volcanoids mod SDK and create more documentation on how to create your own mods. Will let you know once we set the exact date.
Why don't you just add this to the vanilla game?
The reason is that with the workshop in place, we have this fast prototyping ground where no idea is too crazy to be done. Anything can be quickly put together and checked out in the game without having to worry about how it will affect the gameplay for everyone. Things are not super polished, and bugs can appear here and there.
This is a huge shortcut in development and a powerful tool that can give us a better idea of what you guys like and want in the game. If a specific mod becomes super popular, you bet we will consider adding it in the vanilla game!
Any features coming to the vanilla game in this update?
Very few and mostly related to quality of life. We've decided to postpone some of the other bigger features to focus all our energy on making the workshop as easy to use as possible for anyone who wants to play with mods or create them. But don't worry, all the postponed features will still be added to the game in the coming updates.
Wrap up and bonus leak
Hope that answered your questions! If not, drop them in the comments, as well as your ideas for any other mods that you'd like to see. I will get into more detail about how to use the mods and create your own as we get closer to the release.
Stay tuned for more sneak peeks on our social media since I still have some pretty epic mods up my sleeve that haven't been shown yet.
Thanks for the support everyone and take care!
- Rich and the team
Join the community on Discord Follow us on Twitter and Instagram for more sneak peeks and teasers Subscribe to our Newsletter to get notified only when there's a new update release or dev log
Got a new dev log for you with bug fixes that went live today and more importantly, our plans for the next major update that revolve heavily around workshop! Let's take a look, shall we?
Coldfix Patch Notes
Version 1.25.338.0
The main fixes were focused on issues with turrets not being able to counter COG attack waves. It got solved by increasing loaded ammo for each turret type, meaning the turrets spend more time shooting and less reloading. Next to that, all COGs with mortars have lowered range by 50% meaning that every turret except shotgun can now reach a unit shooting mortars at it.
The second major issue reported by the community was being stuck in the spectator view above the harbor. It was caused by an issue in save files that were created in the previous version.
Fixes
Fixed issue where players got stuck in spectator view above submarine after load
Fixed issue where drillship in save files created in 1.24 did not have the default paint jobs applied
Fixed issue with copy-pasting color values and settings
Fixed missing scrap recipe for the Dispenser device
Fixed scrap recipe for Saw Gauntlet
Changes
COG mortar weapons range lowered by 50%
Increased HP of all default modules by 80%
Increased amount of loaded ammo in all turrets, meaning they can shoot longer before reloading is needed
Workshop is in the works!
Together with the coldfix update, we would like to announce that we're working on Steam Workshop support!
Development started in parallel with the recent Customization Update, and we got to a point where in order to progress with final implementations, it had to go public on Steam. By announcing the development, we want to avoid confusion where players see it on the Steam page but it has nothing in it yet.
Even tho there is already a lot done, it is still not ready to be fully released. If all goes well, it will be released in the next update as one of the main features.
Mod Examples
To give you an idea of what you can expect from the Workshop, please see the following examples that are already done and being tested. Huge thanks to Alex and Greg from the community for creating them!
Passive Health Regen - with this mod, your health will passively regenerate at all times (but very slowly)
No Stamina - there's no stamina, so you can sprint without having to take breaks
Unlimited Core Slots - your drillship will have unlimited core slots which will allow you to open all your modules at once
The community has often requested a way to remove the core slots and allow to have all modules opened. While we can't officially add it due to performance reasons, with the mod above it will be possible!
The mods will allow you to make minor adjustments to game-play or adding completely new devices, modules, weapons, etc. The decision is up to you!
Modding Support Assets
But this is not all! The goal is to give modders the best tools possible so that they can tweak the game in any way they want. We are still working on guides, example mods, and support game assets to make it as easy as possible for anyone to mod the game.
To again give you an example, see the following pictures that represent shape galleries for weapons. These files will be publicly available, and anyone can use them to create new assets for the game. This way, you don't need to be a professional artist yet still achieve designs that fit the game visual.
By combining the shapes, you can quickly and easily create many cool weapons! The goal is to make modding as easy as possible for anyone interested.
And here are pictures from the game, as seen by the player. Behold the four-barrel shotgun!!! Again, all put together from the shape gallery. The same process will be applicable to other things like cosmetic interior devices (not just weapons).
We are still working on Unity engine support so that you can create mods in the same environment as game developers. That should make a lot of things much easier for everyone.
Once the Workshop is out, we will provide several example mods of weapons, devices, modules, and pretty much anything that needs to cover an area of the game. You will be able to use them as a starting point for your mods and get them up and running much faster than if you had to build everything from scratch.
Sharing Drillship Paintjobs
Together with all the above, the drillship customization will also get an update. Based on all the awesome designs you did and shared on Steam and Discord, there will be an option to share anything you create with the community. You will be able to publish your design ideas to Steam workshop, where anyone will be able to download them and use them in their game.
Many new decals are already in production based on community concept art. Such as the dragon and skeleton decals that look super awesome!
Dragon paintjob art creds to Qwasich
Skeleton paint job art creds to lucyrocketdog
That's it for this dev log. As always if you have any questions, feedback, or ideas, let us know below. And stay tuned on our socials for more sneak peeks!
Take care everybody,
- Rich and the team
Join the community on Discord Follow us on Twitter and/or Instagram for more sneak peeks and updates
The Customization Update is now live and to celebrate the release Volcanoids is 20% OFF!
Let's take a look at what the update brought this time!
What's new?
Color Customization
This feature has been requested for a very long time and we're really excited to finally add it! With the addition of paint tool, you can now change the color of the drillship to ANY color you want! Don't want to have the entire drillship in one color? That's cool too, you can change the color of each part (drill, wings, etc.) separately. Or have a blend between two or more colors horizontally or vertically. You can even go as far as having each module in a different color (you lunatic).
Oh, and you can even paint the interior if you want.
DECALS
But wait there's more! Along with colors, you can also add decals with the paint tool and place pretty much anywhere. The decal library offers everything from simple shapes to a freaking steampunk octopus.
New Drills
From now on, each time you install a new drill upgrade, the drill is going to completely change its visual. The laser drill is the tier 4.
And here's the tier 2 (left) and 3 (right).
Melee Weapons
The first two of many melee weapons have been added: The Saw Gauntlet and the COG Pickaxe!
Gunner Seat
This one's reeeeally fun! Just build it anywhere in your drillship and take manual control of any of your turrets. You can easily switch between them with the scroll wheel, close them, open them and even choose which one should be accessed first when you use the gunner seat.
The UI inside the turret gives you all the info you could possibly need such as reload cooldown, turret health, ammo, and a small guide in the top left corner.
Lingering Fog
After the eruptions, the island is now going to be covered in a thick fog for some time reducing your vision significantly.
And for that occasion, we also added the shoulder light that you can deploy with the "N" key.
New Devices
3 new devices will be making it in this update that you can build in the interior as well as on the exterior of the ship.
The dispenser spews out 3 items of your choice from the ship's inventory so you can just quickly grab them on the go.
The medic and armor station will replenish your health/armor instantly after using it. You can use each one 4 times before there's a cooldown.
Item Dropping
Finally, you will be able to drop stuff on the ground. Not a big deal for singleplayer players, huge deal for co-op players!
Additional Patch Notes
Damaging modules from the inside is going to deal much more damage than from the outside
Shoulder light and drillship remote call hotkeys next to the toolbar - many players has no idea they can call their drillships to nearby landing sites remotely
Remaining module marker - marks the remaining modules on almost destroyed drillships, making it easier to spot that one roof module that is overlooked
Backpack above soil - backpacks now get pushed up, it should no longer get stuck under soil hills when ship leaves a landing site
Water damage over time - water will no longer instakill you, instead will deal low damage
Paint Tool Guides
I would highly recommend you to consider checking out one of the two paint tool guides below. Even if you just want to learn the basics.
Since we wanted to give you the freedom to create pretty much any paint job you want, the system can seem complex at first. But once you get the hang of it, it's really straight forward and these guides are going to massively help you with that.
Here's a video guide from Tomas with timestamps going from basic to advanced stuff:
Really hope you enjoy the new stuff! As always, if you got any questions, feedback or suggestions, don't hesitate to let us know in the comments or on our socials.
Have a blast y'all!
- Rich and the team
Join the community on Discord Follow us on Twitter and/or Instagram for more sneak peeks and updates
As the title suggests, the next major update is getting dangerously close to its release. So let's take a look at all the new features this update will bring!
What's coming
New Drills
The OG drill is going to have some competition. Each drill upgrade is now going to have its own visual.
Color customization
Highly requested feature for a long time. You will be able to change the color of the entire drillship as well as just individual parts (wings, roof, one module, etc.).
What colors are going to be available you ask? All of them.
Decals
Along with colors we also added decals that you can place pretty much anywhere. The decal library offers everything from simple shapes to a freaking steampunk octopus.
Melee weapon
Since it's the first-ever melee weapon that we are going to add, we wanted to start with a bang! So let me introduce you The Saw Gauntlet:
Gunner Seat
This one's reeeeally fun! Just build it anywhere in your drillship and take manual control of any of your turrets.
Lingering Fog
The eruptions are now going to cause a longer-lasting fog that will last for quite some time reducing your vision significantly.
did you notice the COG?
New Devices
3 new devices will be making it in this update that you can build in the interior as well as on the exterior of the ship.
The dispenser spews out 3 items of your choice from the ship's inventory so you can just quickly grab them.
The medic and armor station will replenish your health/armor after using it.
Item Dropping
This one's been long overdue.
Available now on the Preview Branch
This update is now available for testing on the Preview Branch if you want to hop in early! Just keep in mind that some stuff might not be 100% yet. Full patch notes are available in the preview branch section in our Discord as always.
If you already know what the Preview Branch is then you can skip the faq section below. If you don't know but you're interested, keep reading.
Preview Branch FAQ
Q: What's the Preview Branch? A: The "Preview Branch" is where we will post upcoming updates (like this one) before they get officially released on the "Main Branch" so you can help us test the new features if you want to.
Q: Where can I find patch notes for the Preview Branch? A: They are available in the preview branch category in our Discord server.
Q: How do I switch to Preview Branch? A: It's really simple actually, here's how:
UPDATE WHEN?
If things don't go horribly wrong, you guys can expect the official release of this update in the second half of this month. Will make another announcement as soon as I'll have an exact date.
Thanks for the support and take care y'all!
- Rich
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