We want to thank the many of you who are joining our wishlist, day after day, despite our lack of communication. We are working hard, and all our efforts are focused on development.
This is our first post, and we waited so long because we wanted to have a clear vision regarding Era One and its development. The Kickstarter campaign allowed us to kickstart this ambitious project, and now the team is strong and can reach the goal.
We will release the development build 4 at the end of March, which will introduce Unity's DOTS (data-oriented tech stack) and a complete transition to HDRP (high definition render pipeline). Graphics and performance have received a significant 3X boost, compared to our last build. We want Era One to keep up with technology, be upgradeable, and stand the test of time.
The build 4 will be playable for Kickstarter backers, and a detailed gameplay video is in the works, showcasing the system's infinite gaming possibilities. We also confirm the release date, set between September and October 2024. Era One will be released in Early Access with "player vs CPU" and "sandbox" modes, followed shortly by the multiplayer support. The campaign requires more time and budget, so while the game is prepared to handle it, and it's our final focus, it will be introduced in the subsequent release.
We aim for an uncompromising game with the highest quality and detail. Therefore, we're limiting content creation to focus on the quality of what currently exists, while reserving time to introduce new features later with proper focus and care. Era One is developed by veteran modders and passionate players, it is created following the logic of development builds and "always ready to play." With a solid foundation, features are introduced and rigorously tested, sequentially. The build is our goal, ensuring the game is always playable in different stages of development, guaranteeing fun, evolution, and, above all, deep quality. It's our philosophy, and we're confident you'll appreciate being with us for many years.
Hey everyone, we are so humbled to have such a response from the Outer Terror community.
We recently received the following reporting from Steam support
"Hello VoxPop Games,
We've completed testing of your title on the 'default' branch (latest build ID 11945451). A report has been created and will be submitted.
We confirm that the title now launches successfully on Proton 9.0-beta. "
For those users that are looking for another opportunity to get back into the game, please feel free to check it out on Deck, if anyone had a variant review that required DECK support, we heard you loud and clear
We are working on some solid Content Updates, QoL & Language option (LOC) updates in the next few weeks, GEAR UP, DON'T DIE.
We thank you for your patience as we progress with this project!
We will be hosting a livestream on Twitch on Thursday (03/07) at 1PM EST (6PM GMT) to show v0.9.2 in action and answer your burning questions about Farthest Frontier!
Update: To Steam's credit, they approved my game on this same day, only a few hours after the intended release time, and it's now released! (original post below).
Unfortunately the release is currently delayed for an unknown amount of time, as Steam has not yet approved the build.
Build reviews for games using AI generation such as this one seem to be taking about a week per iteration, as opposed to the regular 2-3 days.
On the previous iteration, my build failed for 3 reasons, two of which I've already fixed and one of which is completely beyond my control: Steam themselves slapped a label "Requires 3rd-Party Account for AI Content Generation: OpenAI" which is completely wrong (according to what I read elsewhere, this seems like a widespread issue they accidentally did to every game declaring that it's *using* a cloud-based AI service). I'd already filed a support ticket for this issue weeks ago.
The build team said Steam's own label is blocking the release because there is actually NO required 3rd-party account to play this game.
It has been several days since my last resubmission, in which I fixed the two issues and asked them not to delay the game's release over Steam's own mistake. I hope they will approve it soon. Sorry about the delay and thanks for your patience!
Taboreans, it’s time for new shop offers! On7th March between midnight and 11:59 PM CEST, you’ll be able to pick up the exciting Kitsune Mount Lucky Box from which awesome Kitsune mounts await you. Get it now and give your hero an impressive new mount on which to continue your adventurous travels through Taborea!
The following are just some of the items that are waiting for you:
I finally finished the tower upgrade I spoke about a few weeks ago, so I want to show you the results today.
As discussed in post 175, the soldiers in the towers are now no longer attacked by pirates, who instead attack the towers directly. This means that tower soldiers usually won’t die to attacks (they may still die to starvation and will then respawn the same way it happened so far), and that they will defend more consistently. The downside of this is balancing: So far, attacking pirates first needed to shoot the soldiers out of their towers before they would attack and destroy the towers - this took them longer, and there was a good chance that towers would survive an attack even if none of the soldiers in them made it. With the new changes, the soldiers are destroyed together with their towers, and I will need to figure out how to best address this.
In addition, I want to change the pirate towers (in the pirate fortresses) to act very similarly to the player towers. Instead of soldiers shooting at the pirates directly, they will likewise have to destroy their towers to defeat them. This is not as straightforward as one might think, however. At this point, pirate building are not yet “functional”, which includes them not being able to take damage or be treated as building by other parts of the game. I will need to change the existing code to allow for that to happen, without making the pirates a full fledged faction that would require underlying logistics, etc.
Overall, I am quite happy with these changes, and I will upload a new version of the game to the experimental branch once I’ve tweaked the balancing slightly.
I'm back at it again with another update for v5 (seems like these are practically daily at this point lol). In this one, I've fixed a ton of issues identified on Discord, and have made many quality of life changes and improvements. Let me know how everything goes. Thank you alpha testers, can't do it without you all!
Additions
Added an effect and sound when your weapon is ready to use again
Added the guide in the pause menu
Added automatic filter icons for every inventory (furnace items and crafter recipes)
Added a direction indicator to conveyors
Changes
Made it so that items are now dropped out of crafters when a recipe is selected with fewer slots
Made it so you can no longer build in the dungeon (until I add the special dungeon where that's the main mechanic ;) )
Made it so that you can pop the beach ball with a weapon
Increased text oversampling to improve readability at smaller scales
Increased the size of the tree hitbox
Decreased the size of the mining hitbox to make it more precise, and line up with the selection box
Made it so all buildings with indicators now display those same indicators when being built
Changed the output indicator to a triangle
Increased the drop rate of health capsules
Significantly improved the attack hitbox so that it's easier to hit enemies
Fixes
Fixed an issue where the researcher didn't drop items
Fixed an issue where distance calculations were broken, causing issues with enemy aggroing
Fixed an issue where the furnace was referencing a non-existent sprite
Fixed an issue where resources could block doors in the dungeon
Fixed a layering issue in the main menu
Fixed an issue where players could walk on water in the exit room
Fixed an issue where the collector area indicator was underneath new resources
Fixed an issue where poison clouds would not stop when the game is lagging
Fixed an issue where null items were generated in dungeon chests
Fixed an issue with process ordering between movers and long-range movers, causing movers to not grab items
Fixed an issue where resource node alpha was not reset when breaking mid-despawn animation
Fixed the right side of the health bar border
Fixed a spelling error in the tree of wisdom quotes
Fixed an issue where the beach ball was the wrong size when building
Fixed an issue where the splitter indicator was displayed inproperly
Fixed an issue where you could break the starlauncher in the dungeon
Fixed an issue where the weapon was not angled at the right position after swapping to it
Pirate Patrol now has more tactical options. As we continue to develop the game in Early Access, we have released the Crew and Fighters update for our friends who want to give the game a try.
With this update, you will be able to choose the pilots and officers that will serve under your command on the mothership at the beginning of the game. You will also be able to choose the fighter ships that you will place on your mothership from the list created for you by the Federal Intelligence Service and have them transported to your ship.
All pilots and fighters have their own unique characteristics. Therefore, you should consider the following criteria when making your selection. Some pilots have a better command of their fighters and can fly their ships under intense enemy fire without taking damage, some are skilled at making their ships go faster, and some are more skilled at inflicting critical damage because they know their enemies better.
Similarly, the fighters you transfer to the mother ship vary in speed, HP, sensor range, and attack factor, all of which, when combined with the skills of the pilots on the battlefield, create very different tactical options for a commander.
With this update, we've also made improvements to the game's sounds, music, and some visual elements. For example, you'll now love the battle soundtrack, or when your long-range heavy artillery hits an enemy ship, even if it doesn't destroy it, it can cause it to lose its balance and spin around.
As we've already announced, we'll be introducing loot and item crafting features in another update in March. So you'll be able to customize the weapons on the mothership and the fighter ships, and load each weapon with different projectiles or missiles and get different effects.
We are working hard to improve Pirate Patrol and thank you all for your support.
Modular building has been added to SurrounDead. To begin with you'll be able to create wooden houses and as updates go on, this will develop into concrete, scrap metal and possibly more.
Radio & jukebox -
The radio now has an actual use. You're now able to add your own music to the game (Via the instructions at the moment) and play these via a radio, jukebox or inside a vehicle. I'm also looking at adding in a sort of cassette player/ipod so you can play the music on the go
Weapons - The return of the old legendary weapon models in a new skin. You're now also able to to mod these weapons and they'll be easier to find than the legendary weapons
New key binding system - I have changed the key binding system to the new 'Enhanced Input' system
New items:
AR15
M4FDE
G28 & Mag
XM2010 & Mag
870 Tactical Shotgun
AK15
Specter Scope
Jukebox
Wooden Foundation
Wooden Half Foundation
Wooden Triangle Foundation
Wooden Quarter Foundation
Wooden Wall x2
Wooden Floor
Wooden Floor Triangle
Wooden Window x2
Wooden Door Frame x2
Wooden Gable
Wooden Roof
Wooden Floor Half
Wooden Floor Quarter
Wooden Wall Short x2
Wooden Wall Mid x2
Wooden Wall Half x2
Wooden Wall Half Mid x2
Wooden Wall Half Short x2
Wooden Corner Stairs
Wooden Gable Top
Wooden Half Stairs
Wooden Roof Top
Wooden Roof Corner
Build crafting bench now has 2 sections for splitting up build objects and modular build objects
Removed player built walls blocking the spawning of items in containers
Increased amount of wood you get from trees
Debug menu now used the items names and not their ID
Updates to inventory UI
New compression method for saving
Removed inventory drop down animation
Landscape texture optimization
Optimized zombie animations (If goes well, will get applied to all other animations)
Optimized landscape
Improved charger vehicle hit collision
Vehicle bodies can no longer collide with tree trunks
Fixed opening and closing a container quickly causes the container contents to be cleared
Fixed character name & days survived not being correct when checking different saves. To have this take effect you will have to save those saves so it gets the correct information
Fixed not being able to load a save while in game
Fixed world objects not being able to be damaged
Fixed airdrops
Fixed consuming items from hotbar not giving back can, using can opener, etc
Fixed extra animal meat container loot contents
Fixed water well not showing pickup option (Your water well may disappear and a new one will need to be placed)
Fixed issue where you could infinitely place an object
Fixed UI not disappearing when picking up a generator
Fixed not being able to destroy turrets
Fixed ambient audio not playing
Fixed Lechie shot audio
Fixed harvest master skill not working with scrap metal harvestable vehicle
Fixed being able to fish while inventory is open
Fixed suicide
Fixed large bandit camps not spawning AI
Fixed rocket launcher
Fixed being able to fill up water bottles from anywhere
Also
With news for a roadmap, I will be releasing a dev update at the end of week outlining my plans. This will come with a graphical asset for it and go into more depth on some of the features I will be adding. And yes, multiplayer is on this roadmap.
How to add your own music to SurrounDead:
Go to \steam\steamapps\common\SurrounDead
Create a Folder named "Radio". Without the quotations.
Place audio files in the mp3 format into the Radio folder.
To use in game, you can listen to the files either in a vehicle, radio or jukebox.
Disclaimer If you're using Youtube to MP3, not all of these websites will give the mp3 file all the data it needs and may not work in game.