I'm excited to welcome you to my latest update for “Too Far Too Late”. I deeply appreciate the incredible support from the Steam community. Thanks to you, the game has received over 200 wishlists in just two months!
In this post, I'll be sharing the current development status of the game and outlining the next steps as I prepare for Early Access. Thank you for being part of this journey with me.
A base under construction
To start, I wanted to tell you that this game is a personal project I started a couple of years ago with no real goal in mind. It’s a passion project, not something aimed at generating a quick return on investment by creating "one more" Rimworld-like, Satisfactory-like, or KSP-like game.
My goal here is to innovate within the colony games genre by incorporating gameplay elements from other genres and creating an advanced simulation that balances realism and fun.
My main inspiration comes from colony games like Rimworld and Planet Base, which have been precursors in the genre with unique value propositions and a sci-fi setup coherent with the rest of the gameplay.
Additionally, games like Stationeers, Space Station 13, and even Tin Can have greatly inspired the simulation elements. While having an oxygen layer is common in space games, managing pressure, temperature, gas composition and processing, are elements that only a few games handle very well.
Lander reaching the planet
In "Too Far Too Late," you find yourself stranded on a distant planet following an emergency during a space voyage, preventing your return to Earth. Although your lander could potentially reach the Moon or Mars, surviving there presents a formidable challenge for you and your team.
So yes, “Too Far Too Late” is a survival game where you control your astronaut and constantly manage oxygen production, food, water supply, and the health of your colonists. As you navigate the harsh environment of the planet, your primary objectives are to maintain essential resources and ensure the well-being of your crew in these unforgiving conditions.
You actively participate in the life of the colony by controlling one astronaut, while the other colonists are managed by an AI.
Giving order to the player's character
Which gameplay features are implemented?
In "Too Far Too Late," the following gameplay mechanics are currently implemented:
Base Building: You can construct your base element by element, including structures like walls, floors, roofs, and lights. Start by landing on Mars or the Moon with a lander stocked with oxygen canisters, food, water, and building elements.
Energy Management: Set up solar panels and batteries to generate and store energy for your devices during nighttime. Electrical circuits, cables, and energy distribution are key components.
Life Support System: Utilize the oxygen bottles from the lander to pressurize your outpost, ensuring a breathable environment for you and your team. The colonists can remove their space suits and work faster inside the base.
Hydroponic Systems: Place hydroponic devices connected to your liquid water pipes to grow plants. This system produces oxygen, food and generates more seeds for expanding into a greenhouse. Capture the oxygen to fill more canisters, and your colony can prepare for more challenges.
Resource Extraction and Crafting: Mine rocks around the base to obtain ores, then use an arc furnace to smelt these ores into ingots. These ingots can be crafted into more advanced items and building elements in a workshop.
Machinery: Use both automatic and manual machines for crafting, allowing you to expand your base and improve its capacity. Use the crafting table for advanced item production.
With all these sandbox elements, you can manage a small colony, achieve continuous production of oxygen and other essential materials, and prepare for various events that may occur during your mission. Whether it's dealing with equipment failures, unexpected environmental changes, or other challenges, you'll need to stay vigilant and resourceful to ensure the survival and success of your colony.
A small outpost on Mars
What will be included until the Early Access?
Before the Early Access launch, I plan to include several exciting features that will enhance your gameplay experience. Here are the key additions you can expect:
Rockets: The ultimate goal of building a rocket and producing fuel to return to Earth.
More crafting recipes: New rocket parts and elements added to the crafting tables and available constructions.
Hydrogen and Fuel: Fuel production from hydrogen and oxygen, including new construction elements for extracting ice water and separating hydrogen.
Commerce: Smaller cargo pods for commerce with Earth or with other colonies around the solar system, allowing you to send items to fulfill various requests.
Rockets will be modular, though not as detailed as in KSP, as this is not the main focus of the game. The primary challenge will be producing complex parts that require specific materials collected during your missions and explorations. This will involve gathering resources, refining them, and managing the logistics of assembling advanced components, all while ensuring the survival and efficiency of your colony.
One booster from the rocket design
I hope you liked this update and are as excited as I am about the upcoming features. Please share your ideas and feedback; they are invaluable in helping shape the game. We have a Discord server for the community, where you can join the discussion, connect with other players, and stay up-to-date with the latest developments.
Hey there! Thanks for playing the demo. With this update most of annying stuff should be gone. Keep the feedback coming, we are listening!
New Stuff: - Collected Mutagens will now add gene points during evolving. Each non-emmet species has it's own mutagen with distinct points (btw this is half of the Mutagen functionality) - New Ship Module: DNA lab. For a price of silicon and your own ants you can make additional DNA points.
Balance: - We removeed the flee behaviour when the Intimidation is much lower, because it generated too much confusion, we will restore it after making it more clear and fair - Queen Life is a bit longer - Spiderlings Intimidation is nerfed - Skolopendra is a little bit nerfed - but it's also a bit bigger now, to better indicate it's strenght. Also fixed its health bar from not appearing. - There's a bigger chance for more planets in the demo
Fixes: - Fixed Scanning tutorial (and other tutorial bugs) - Fixed spawning ants during a pause (it won't subtract the food now) - Fixed Resource and Life detectors (ship upgrades) - Fixed number of ants not displaying correctly in Colony Panel - Fixed Popup that warns you if you want to launch in space but you have low ship health - Fixed bad math in the Ship Repair menu - Added Touch Event handle to Choose Galaxy Screen - it should work on touch screens, but I can't test it :) - The performance should be a lot smoother (it's prepared to at least couple of hundreds of ants I hope 🤞 ) And more fixes and tweaks here and there.
Feel free to join our Discord for more news and early builds!
While the development of the game main campaign continues, the first two official artworks of the game are ready to show off. The first artwork showcases an artistic representation of the creation of your main character, the Wirewalker. The second artwork is a portrait of the Wirewalker's most loyal companion, W. The pictures will also be accessible from the game hub artworks section. We are glad to bring new exciting material to the game and stay tuned for some more.
For multiple months I've been porting the game to a new engine. I thought this was a good opportunity to fix a lot of issues that were happening under-the-hood since I would have to basically remake the entire game from scratch. This ended up taking much longer than I thought (Longer than the original game took to make). Sorry for the update drought but things are back in order, albeit with a few regressions. Expect more consistent updates going forward.
THE GOOD
- Fixed a common crash that made the game basically unplayable for certain computers. - The game launches dozens of times faster. - The game should use immensely less RAM and GPU RAM. - Monsters look much better in general (No more color artifacts, weird pixelization, etc). - In the overworld, the rarest monster (Ex: recolors) will be used as the visible member of the group. - Breeding now produces an egg instead of a baby. The egg requires experience to hatch. - Machines such as breeding are no longer objects. Instead, they are CDs you collect that add their functionality to your computer. - Recolors can now be black and white. Two colors that were previously impossible in most species. - All UI have been improved. - Removed STAB. Every skill a monster learns performs at 100% power. - Monsters now have 4 tiers of evolutions instead of 3 and most evolution lines changed. - Controller support is 90% complete. - You can now add more PC Boxes, making the amount of monsters you can catch functionally infinite. - Added a screenshot button to save your monsters with a transparent background. - Added various tooltips that explain what does what. - Added arrows to summary and bestiary for quicker navigation. - Monsters can now have shaders on selective parts of their bodies (Ex: Glowing eyes). - Added an insect element for balancing reasons. This mean there are less normal-type monsters and skills. - Monsters won't despawn when you change room anymore. They won't respawn until you wake up either. - Added a small tutorial with the first ever trainer battle. - Renamed skills to make it clear they are placeholders. - Added a heal spell. - The player is now allowed to have an empty team but entering a battle will instantly result in a loss. - Changed the experience curve to be less grindy in some cases but harder to rush a level 1 to level 40 in 2 battles. - Added the ability to customize the computer. - Added backgrounds to the monster summary/bestiary. - Reworked every species to have a more uniform baby form. - The element chart now slowly unveil as you try different combinations. - Changed the highlight of objects so they glow various colors instead of just having a prompt above them. - Removed the system where you'd unlock skills the more you used skills of the same element. Unlocking skills will be simpler going forward. - If you are surrounded by multiple monsters when you get attacked, they will all join the battle as 1 massive group. - Improved the character controls. - Replaced the sprinting stamina bar with a sneaking ability instead. - The breeding machine is no longer a machine. Instead, once you collect the CD, the functionality is added to your computer. - Other uncountable small bug fixes and slight improvements.
THE BAD
- Disabled character customization while I add the new costume system. Everyone will appear as grey. - Disabled evolutions while monsters are being reworked and re-added. - All monsters from old savefiles will be converted to level 1 eggs of their species. - Certain species like Wizmo and Retro Terracute have been removed and will be transformed into new equivalent species instead. Booble will also be converted to Beeble as it is the evil version of Beeble and not a seperate species anymore. - Disabled overworld monster behavior such as running away from the player if they are higher level, will re-add later. - Battles are improved in some ways and regressed in others (Ex: skills don't use mana, some stats do nothing yet, status effects have not been ported, formation doesn't matter, etc.). - Certain machines have not been ported yet such as the Rebirth Machine. - Achievements don't work anymore but it hardly matters because I will replace them with different achievements down the line.
CONCLUSION
Even if some regressions happened, I believe it is important to upload an update just so people finally stop crashing. The next few updates will focus on removing regressions. The biggest regression is obviously the lack of evolutions but I think it's more important to rework the evolution lines and give them unique skills.
We have now finished the first update so many of the problems you mentioned should be fixed, if your bugs are not there yet please have a look at our first post where we have listed our updates in a roadmap, if there is still something missing, please write it in the community tab and we will include it in the next patches.
Changelog
Texts were displayed backwards in between
After finishing the boss and the credits, you can now return directly to the main menu
The lowest floor now works again in the main menu
When selecting the class, you can now return to the main menu from there
We have fixed all reported spelling mistakes
You now have to address NPCs yourself
Weapons are no longer saved after death
This was our first update, hopefully we could fix a lot of things for you Next up is the controller support and the keyboard mappings so that you can set them yourself.
We wish you continued fun with Louma Robin Hoffmann (CEO of DreamStudios)