Performance updates New and updated stores Level up system New quests and collectibles Food no longer respawns All the guns are now spread out and not all are in the gun store
Fixed a major bug with males not spawning correctly
New relic - Traveling Merchants - Your starting platform will now acts as a market, when building adjacent buildings you will get random resource. With this it is less risky to take cards with a cost of resources that you don't produce, and a fun puzzle for the start of the fight.
New relic - Glowing Necklace - Start combat with 5 energy. Either easier to save up for a tower that will attack you or start destroying towers on turn one.
New relic - Strange Spices - On your first turn draw 3 additional cards and 2 extra gems. Huge first turn, great for higher cost buildings to place in the perfect spot.
Fixes to the unlock system, as stars would not save correctly and bought relics would get locked again after game restart. In addition relic prices got smaller.
Unlocked relics in the main menu will now show what they do.
Desert (first level) towers add less cost to other towers.
Swamp (second level) each tower got cheaper.
Snow (third level) will start building multiple towers per turn faster.
Visual improvements on fog, outlines, lightning and more.
When finishing tutorial you will now see what cards are added to the tutorial deck.
- Blacksun no longer uses BLK - Superior Scanner x2 only applies 1.5x instead of slightly over 2x - Aquila Max Jump: 300 -> 315 - Aquila Max Thrust: 400 -> 430 - Orbital Max Thrust: 300 -> 330 - Babel Max Jump: 400 -> 450
-This update brings a fix to the fire sound cutting off
Fixes:
-fixed an issue where the heated red suppressors would heat for example for the secondary gun as well, even if we only fired the primary gun.
-fixed an issue where if the player interacted with a drawer in the Extraction map then the drawer would jitter because it was colliding with our player
-smoothed the transition from the slower walk speed when interacting with a droor and the normal walk speed
Added/Changed:
-redesigned the way fire clips are played and the maximum of the same sounds playing, such as fire sounds. Technically there should not be a sound cutoff now but it may still occur on low end PCs
-after much thoughts put into this we’ve decided to remove the player sliding gameplay feature due to it not being fit for such a game. The game is supposed to be a realistic, slow paced tactical shooter and a sliding feature is not only not realistic but not fit for such a game. E.g. you wouldn’t find a slide feature in R6 or Counter Strike.
-pushed the multiplayer version up to avoid unwanted mismatches. This means that players who didn’t update to the latest version will not see lobbies created by players who updated and the other way around
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.