🔸 You can now disable voiceover in dialogues from the main menu and PDA, which some of you have complained about, saying the voices were irritating. I read everything and try to listen to everyone. Now you can turn them off. Dialogues in the intro videos cannot be disabled. Only in the game itself. 🔸 Minor tweaks in the main menu. 🔸 Optimization and improvements on some levels.
Remember, stalkers: The Zone is unpredictable and constantly changing. Every step you take is a new challenge. Be vigilant and careful. We wish you luck! Many interesting discoveries await you!
My First Date RPG (Presented by: ProjectSummerIce.com) - Breakthrough Gaming PR
We have updated the date for our game leaving Steam Early Access from "Sunday, May 5th, 2024 at 4:59 AM Eastern Time" to "Sunday, May 19th, 2024 at 6:00 AM Eastern Time" We're sorry for the inconvenience, and thank you for playing during the Early Access period!
Early Access for My First Date RPG will end on Sunday, May 19th, 2024 at 6:00 AM Eastern Time*!
The v8.00 update will be available on Sunday, May 19th, 2024 at 6:00 AM Eastern Time* as one of the video game releases for week #165 of Bible Video Game Sundays!
Stay tuned here and on our website for new version release updates!
Thank you for playing, reading, and watching, and have fun!
Your feedback is really important to us. You can join our Discord server to share yours. If you enjoy this free version of the game, please consider leaving a positive review as it will help us a lot moving forward.
Fixed disappearing mountain waypoints (also fixed for existing savegames).
Fixed first waypoint outside the village sometimes being blocked by a giant tree (also fixed for existing savegames).
Added an extra quest step to build delivery chests to the first quests that require them.
Fixed "Sticks & Stones" achievement not unlocking (also fixed for existing savegames).
Fixed another possible crash with player markers.
Fixed an issue "Connection Error" due to the EOS cache folder being on a network drive. In case of a "Connection Lost" error, restarting Steam might help.
Your feedback is really important to us. You can join our Discord server to share yours. If you enjoy this free version of the game, please consider leaving a positive review as it will help us a lot moving forward. And don't forget to wishlist the full game!
UI Automatically hide mouse cursor while in match Potentially fixed a problem, where the main menu could disappear on back/esc press Switch between chat types with TAB instead of CTRL to prevent accidental switching (e.g. when using keyboard shortcuts) Updated French translation by faller-magie Made top icons during match clickable while match menu is opened, so that they can be access with the gamepad controlled virtual mouse cursor Allow opening match chat with the select button Updated some more old references from pixeltennis.de to pixeltennis.com domain Added link to Steam Communityhub in the news for gathering player feedback When the loading screen randomly would show the text "Your princess is on another court" and the current user is named *Princess*, the text is replaced with "The Princess is on this court!" reference
Misc Improved detection of gamepad types Prevent initializing the VirtualGamepad in builds when on-screen controls are not used
I just wanted to let you know that we have found some disturbing footage on our security cameras this morning… It seems a cheeky Sewinder has run away with our April update!
We had planned to release our update today, but this little setback means it’ll be ready tomorrow instead (once the authorities have managed to retrieve our build).
In the meantime, we wanted to let you know that this new build will go live on the experimental branch and will include a lot of your requested features. You can check out the patch notes here.
Thanks so much for bearing with us. We hope you enjoy tomorrow’s update.
we'd like to apologise again on this taking some time to reach you, but we have a patch going up on the experimental branch tomorrow 01/05/2024! Keep an eye on the Steam Announcements, as we will put up a post when the build is available & instructions on how to access the branch.
Please find the patch notes below:
General Gameplay Adjustments
- Support for Controllers is now available. - For users on Steam Deck or using Steam Input, to correctly utilise Controllers, please ensure your Steam Input settings are set to a Gamepad layout, rather than KBM Emulation. - It is now possible to suspend and resume mid-run, allowing players to easily jump back into the action. - It is now possible to enter and share Run Seeds on the Main Menu, allowing players to replicate maps between runs. - Stability issues may be introduced when using Seeded Runs, please report any encountered using the in-game bug reporting tool, accessible via. pressing F10 on KBM.
Misc.
- Added button to remove items from Kadomon, without having to switch for another item in your inventory. - Updated English text strings for certain triggers and events, correcting grammatical errors and removing placeholder text. - Enemies can no longer exploit the damage from the 'Radioactive Gem' item.
Bug Fixes
- Fixed an issue allowing all Kadomon to be released, rendering further progress impossible. - Fixed an issue causing Misprints to be unselectable in the Kadodex. - Fixed an issue allowing the game to continue once the player's Morale has hit 100. - Fixed Split Evolution Kadomon having incorrect interactions with their pre-split Evolution Lines. - Fixed Scowlie's Super Ability dealing too little damage to Allies. - Fixed an infinite caused by combining Tainee's Passive with the Ice Club item. - Fixed items equipped to Gnock disappearing permanently from your Inventory when Fragile is triggered. - Fixed Hyper Wormonger's Evolution animation not displaying correctly. - Fixed an issue causing the 'Carrot on a Stick' item ability to not trigger. - Fixed 'Toxic Lamp' item incorrectly targeting the wrong Kadomon. - Fixed 'Fishing Hook' item incorrectly granting bonus health. - Fixed 'X Fainted Allies in Battle' Quest not triggering correctly from parties using 'Last Wish' status effect. - Fixed 'Apply X Thorns to Enemies' Quest displaying the wrong number. - Fixed Kadomon Cards occasionally getting stuck when moving between active Party and Box during battle. - Fixed tooltips not correctly appearing for Shop items. - Fixed the battle being able to be started whilst still holding a unit, causing some incorrect behaviours. - Fixed an exploit allowing the enemy team to be edited and stolen from during battle setup. - Fixed an exploit allowing nodes to be skipped by hitting the continue button in the shop whilst in the start of a battle. - Fixed an exploit allowing locked off Map nodes off the current route to be selected. - Fixed an exploit causing Shop Items to be swappable with items in your inventory. - Fixed an exploit causing Shop Items to be sellable. - Fixed an exploit allowing Items to be duplicated through swapping them around in your inventory. - Fixed Items being incorrectly able to be combined with themselves. - Fixed an issues causing Lock symbol to become stuck in the Combine option box, if an item had been sold mid-Combine attempt. - Fixed an issue causing status effects to incorrectly display in your Box if a unit had since been deleted (primarily caused by Bulbaby). - Fixed Hyper Evolutions incorrectly displaying a half-full XP bar after battle. - Fixed Shop Menu only being able to be closed by hitting Continue after battle. - Improved Menu flow to enable easier access to the Shop when moving between screens. - Fixed the Expanded Card View closing any menus the player currently has open. - Fixed an issue causing incorrect menu highlights to appear when pressing ESC on KBM. - Fixed an issue with ESC inputs causing certain menu options to no longer function correctly, including one known crash. - Fixed an issue with the Tutorial becoming incompletable if the player interacts with Menu options on the top bar. - Fixed menu flow to allow the Options menu to be correctly accessed during the Tutorial. - Fixed issues with the Kadodex. - Hyper Skeeleton will now no longer incorrectly appear before unlocking. - Legendary units now no longer display duplicated entries. - Names for certain items have been added, where they were previously missing. - Fixed Handora incorrectly displaying in the Kadodex. - Made the display on the left hand side update faster when rapidly switching between unit entries. - Selecting a different unit in the Kadodex now defaults back to the currently open menu, allowing easier comparison between units. - Won/Released Stats should now update correctly. - Fixed Resolution Menu in Settings not working correctly. - Fixed Language Select defaulting to English when navigating away from it. - Fixed Audio Settings resetting on startup. - Fixed Settings button not functioning correctly if returning to the Main Menu after a run.
Known Issues
-Localised Text will be updated in the coming weeks, correcting inconsistencies in grammar and incorrect translations. - Initial Loading can be slow at times, appearing to hang.
Hey everyone! The new update is now live on our UNSTABLE branch. This is available for everyone by following the steps below! We intend to put the update live on the main branch next week :)
Unstable Branch
To access this branch, you can take the following steps:
Fully exit and relaunch Steam (you should be prompted to log in again) if it is already open.
Right click Surviving the Abyss in your Steam Library and select the Properties Window.
Navigate to the Betas tab within the Properties Window.
Enter 'unstabletesting' in the text box and click 'Check Code'
Select the Unstable branch in the 'Beta Parcipitation' dropdown.
Ensure the name of the game in your steam library is now followed by 'Unstable'
Important notes:
You may need to fully exit and restart Steam to ensure it updates. You should see the game download and update the new files once you have switched branch. Make sure to change back to the normal branch if you want to play a more stable version of the game again. This branch is unstable and may introduce new bugs, broken save files and unbalanced changes.
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We're still working on some bug fixing and tidy up for the update, we're intending to release this fully before the end of this week. We'll be taking any feedback and bug reports into account over the next week as we finalise and prepare for this release!
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Changelog:
Genomes, and creating the genetic sequence:
The next phase of our Cloning updates. We are significantly changing the creation of the genetic sequence to improve the feeling of splicing genomes together for new effects.
Genome collection is streamlined, you now only need access to a genome and can use it permanently (unless the habitat is destroyed or depleted) and do not need to stockpile genomes.
New effects for combinations of genomes are also included along with QoL changes to cloning.
The cloning interface has also undergone significant changes to support the new features.
Cloning lab now displays a predicted population when left running.
Added alert when cloning gets interrupted
Fixing possible null error in cloning lab ui
Clamping max cloning slots to 8
New type of Clones (Basic Clones):
Basic Clones are now the first type you will encounter, these clones are far more imperfect and can only undertake menial roles on the base. This update feeds into our updates to the game pacing and progression changes.
The Anomaly:
Signifigant changes to the Anomaly. includes changes to pacing of the game, the point at which the anomaly appears and how it interacts with the Player in the early and late game. We'll give a little more detail on this alongside the update releasing!
Threat Effects will get activated on load upto the correct tier.
Changes to music and audio effects related to the Anomaly
Game Pacing / Staging:
We're putting focus on the games pacing and the players journey through different biomes towards the late game. Biomes have been tweaked to push the player into more exploration and encourage exploring new biomes to access important resources.
New Buildings:
Automation Module: Can replace the labour or Basic Clones.
Tidal Generator: Provides signifigant power output with no fuel cost, but only available within the Kelp Forest Biome.
Bio Generator (O2): Provides signifigant oxygen output with no fuel cost, but only available within the Coral Reefs Biome.
Save/Load:
Brig now has small delay before kicking out crew -> fix a load issue
Fix for fauna depleting while stabilized (and causing save/load problems)
Power:
Improvements for combining power grids with improved UX
Remove buildings from all power grids on destroy
Added error handling when loading power gens
Power Lens active when building a power line
Removed the limit on powerline placement
Temporary colour on effected buildings
Crew:
Fix to force crew leave a building when incapacitated ( e.g. sick crew )
Making clone lab pause when there are not enough slots to prevent issues with crew assignment potentially cancelling cloning
Fixed Issues with de-assigning crew mid transport ( when they are moving towards the building )
Fixed an issue with assigning to a powered down building
Fixed Bug where crew will walk to building if unassigned midway
Removed the crew limit on recreational buildings
Reduced recreational effect range 70 -> 40
UI:
Alloy furnace UI Improvements.
Rm unused status tags for improved perforamnce.
Resource tags switch between icons/dots depending on size
Increased the size of the power / o2 ui to allow multiple digits
Changed power/oxygen consumption text to red when required > current
New building images added
Techtree width updated
Adding status tags for Air Quality when building tunnels
Adding HUD item for air quality
Removed fauna counts from biome lens
Sub map doesnt reset zoom
Central hub power/destroy/repair buttons disabled
Updated Icon on OutpostPlacement
Updated Brig UI To Only show one open slot at a time
Set fuel resources to show depleting tooltip and fuel lens resource count when consumption > production
Set fuel resources to use a resource model to reduce multiple calls to update tooltip
Updated production/manufacturing buildings to show total daily usage(kept per unit countdown/progress)
Marine stabiliser now shows correct efficiency
Updating new resources icons to be more consistent.
Misc:
Fixed multiple small bugs with building attachments such as research lab modules.
Fixing a few objects still being visible in darkness
Make right click movement move at same speed as mouse world position
Emission will not display when outside the light radius
Stop resources & rocks from spawning too close to outpost spawn point
Increase tree count in coral reef
Automatic UV Mode
Make sure the uv mode has been unlocked before it is automatically turned on
Tutorial:
Added tutorial steps for Air Quality.
Removing stockpile coal tutorial event.
Updated population task to be dynamic
Events:
Malnourished crew event gives tasks
Multiple changes to the rewards / outcomes of POI events
Resources:
Resource Lens/Counts use all lit and scanned resources
Small scanned resources cannot get expedition
Fuel lens fix when filtering coal/oil
Removed coal/oil from resources lens
BIomes:
Coral reef/Kelp forest available at start
DarkGlows available after Coral
Basalt available after Kelp
Volcanic available after DarkGlows/Basalt
Exploration:
Change to allow any specialist type to be selected for expeditions
Fixed exploration sub status message en route to target
Brig / Aggession:
Specialists will show up in brig assigning
Crew show as imprisoned on crew management screen
Fixed bug where crew would auto assign over others in brig
Balancing:
Some tweeks to event rewards and science production
Fix for not producing enough food with 1 carb farm
Reworked destroyed lab objective
Beacons no longer discover biomes, building outpost/other lights can
Fixing rare instances of resources failing to spawn in starting zone
Adjusting some building costs to use Copper / Aluminium
Buffed generalist genomes slightly
Changing warnings for malnourished and air quality so they appear less severe
Crew with low health can now become sick
Only engineer / scientist and above require HQ food
Added extra starting crew
Added more basic clone slots
Adjusted crew requirements on various mid game buildings
Expedition subs can only be sent with full crew count
Anomaly Darkness Effect will destroy buildings instead of damage them
Anomaly Attack that turns off the light will leave a temporary icon on the building