First of all, thank you for all your support and help. As you may have guessed, the game A FURRY HOUSE came to an abrupt halt in the preceding months because the development team to which it had been entrusted is no longer working with us. Because it is one of your favorite games, we did everything we could not to abandon it. At the moment, therefore, the game has been entrusted to a new development team, which has added a considerable new part to the game. As usual, any feedback and help from you will be instrumental in resuming the development of the game on a continued basis until its completion. You will also be part of the new development team!!! :)
So for some of you there is a long history of getting the release date pushed further out. Let me just start by saying, I also don't like this.
For me the core gameplay was ready a long time ago, but feedback from players and bad experiences from playtesters show that the game needs more work. And next fest has again shown that the game needs more work. Players don't play long enough to enjoy the game, they struggle to get through the tutorial. While I don't expect this game to be for everyone, the people who want to like it, should be able to play the game. So I will simplify and shorten the first tutorial by disabling scaling and rotating in the first missions. This should allow players to use the 'best' movement system for the initial impressions. There is also still a request for more transparent information, how much damage will a certain stack do? how much power is there in a stack? which towers are part of this stack? Since I know all these things it is possible for me to enjoy the gameplay in its current state, but without this knowledge it is the player that needs to buildup this knowledge through losing a lot of games.... which is not a great way to learn. So I need to give more information to the player during the game.
I still believe that this game is unique in VR, and once a player knows how to play it could give enjoyment and satisfaction. As long as the players don't play/enjoy the demo it makes no sense to expect the game to do well during release. So to those who have liked the demo in all stages of development, sorry the release is pushed back again. For those who are disappointed in the current state of the game, there are still things I can do to make it better.
Back in June we put out our first "What's Next?" video, where you heard some of the WARHAMMER III development team to reveal the first details about our next DLC. You guys seemed to like it, so we went and did another one, and invited Mitch along to talk about our interim patches too. You also seemed to like this, so the question is; are you in the mood to hear even more about the next DLC and update 6.0?
No? Oh okay, fair enough, guess we'll sign off now then...
But wait... if you DID happen to be interested, then you'll be happy to know we have another video for you! This time we are joined once more by a familiar face, Senior Game Director Rich Aldridge, for an update on development, along with Designer Josh King and Project Audio Director Chris Goldsmith, to dive a little deeper into their respective disciplines and what they've been working on for this upcoming DLC and update 6.0. (We're even in a snazzy new studio!)
Come for the DLC news, stay for the gross sound effects and shouty voices...
We have a lot more goodness coming your way towards the end of the month, including the first official DLC trailer, some tasty blog content, and a deeper look at the new Legendary Lords in their respective gameplay showcases. We'll also have some giveaways kicking off over on Discord where you'll have multiple chances of winning codes for the DLC on launch!
If you want to keep up to date with all of this, then be sure to join the official Total War Discord server and follow our social channels linked at the bottom of this blog.
Until next time, we'll see you on the battlefield!
— Steve Coleman (KingGobbo) // Senior Community Manager
On November 6, the game servers will be undergoing maintenance. In this regard, the game may be unavailable from 10:00 to 11:00 UTC+3.
❗The event “Pumpkin Nightmare” will be completed during the technical works. Unused pumpkins, medium pumpkins, large pumpkins, spooky shard, small spooky boxes, medium spooky boxes, large spooky boxes will be removed at the end of the event.
Please note that the time of maintenance is tentative and can be changed. We apologize for any inconvenience.
On November 6, the game servers will be undergoing maintenance. In this regard, the game may be unavailable from 10:00 to 11:00 UTC+3.
❗The event “Pumpkin Nightmare” will be completed during the technical works. Unused pumpkins, medium pumpkins, large pumpkins, spooky shard, small spooky boxes, medium spooky boxes, large spooky boxes will be removed at the end of the event.
Please note that the time of maintenance is tentative and can be changed. We apologize for any inconvenience.
Exciting to be part of the most awaited narrative games event! Check out the pre-recorded stream where we dive deeper into Crowns and Pawns: Kingdom of Deceit!
If you wanna chat more with us about the game, join our Discord! We'd love to have you there :)
So some much needed UI , Quality of life , and Bug fixes!!!! ----------------------------------------------------------------------------------------------------
here is what's new!
Added Main Menu!
Added Pause Menu!
Added Developer Intro animatic!!
Added New Physics engine!
Added Speed Run Timer!!!! ----------------------------------------------------------------------------------------------------
Fixes!!!
Fixed Getting Stuck On Objects (The new physics engine has fixed that issue)
Fixed Floating Platforms not giving enough jump velocity (The new physics engine has caused that issue) -------------------------------------------------------------------------------------------------------------
After months of preparation, and countless hours in the depths, we are thrilled to announce that Surviving the Abyss has officially launched in its full 1.0 version!
This release represents the culmination of our efforts to bring you an even deeper and more immersive experience beneath the ocean's surface, with new narrative layers, missions, and structures to expand your survival toolkit.
What’s New in 1.0?
In this release, you’ll find a range of new features and content to dive into, including:
Enhanced Story and Missions: Uncover the mysteries lurking in the abyss with brand-new story missions that bring our narrative to a close.
New Biome: A deadly new biome to explore in the late game and the introduction of new challenges to overcome.
New Buildings and Technologies: Expand your base with unique structures designed to help you face the unknown and thrive in the darkness.
Quality of Life Improvements: We’ve fine-tuned gameplay based on your feedback to make base management and exploration more intuitive and rewarding.
Visual Enhancements and Bug Fixes: Enjoy a more polished experience with visual updates and numerous bug fixes to improve stability and gameplay flow.
What’s Next?
Our journey doesn’t end here. We’re committed to delivering free updates post-1.0, with more details on what’s coming soon. Expect new challenges, mechanics, and maybe a few surprises to keep your underwater colony thriving in the Abyss.
We want to thank each and every one of you who’s been with us on this journey. Your support, feedback, and enthusiasm have been vital in helping Surviving the Abyss grow into the experience it is today. We can’t wait to hear about your adventures in the depths as you face the unknown—and maybe even conquer it.
View the full change log below:
Biomes:
New end-game biome added
New interactable biome props (late game/end game)
Early game biomes - min distance from start extended
New system for exploring and clearing a path within the endgame biome
Buildings:
Defensive tower building added
Munitions Factory building added
Fixing selection issue with drill extractors
Prevent any tunnels as appearing 'under construction' when selected
Events:
Late game / End game narrative events added
End game sequence added
New emergent event chain following first clone death
Fixing some event timings after exploring the Dark Glows
Fixing an event with missing references
Reworked Abandoned lab event chain
Slowing down tutorial events so they overlap less
Added new tutorial for crew management
Achievements:
Setting up achievement triggers
All achievements added to game and activated
Save/Load Systems:
Fixes for multiple save/load issues
Fixing event save/load bug
Fixing Save/Load problem with Destroyed Lab event
Don't display files without ".gd" file extension in save game list
Building Placement:
Prevent flares blocking tunnels
Fixing some issues when deleting outposts after an expedition
Making oil status tag stay until an Oil Well is built
Exploration/Expeditions:
Allow assigning higher tier roles to expeditions
Fixes for Expedition Cost Calculation
UI:
Adding screen to Cloning UI when no fauna captured
Removing power grid letters from HUD until multiple grids have been created
Adding multiple new tooltips
Blocking raycasts from passing through Expedition window in sub command canvas
Major updates to cloning lab UI for ease of use
Improved multiple Building Function UI panels
Fix for insomnia critical crew tag not displaying
Map:
Adding shortcut for opening minimap
Clicking on minimap focuses camera on position
Small resources icons are displayed as smaller dots
Small resources icons are disabled when zoomed out
Adding a small version of resource map icons for when zoomed out
Fixing map icons displaying incorrectly
Tutorial:
Adding a new tutorial to the cloning screen, explaining all parts of the UI
Updating tutorial screenshots / videos that are using out of date old UI
Balancing:
Building costs rework
Fixing biomass generator / farms depleting habitats in inconsistent ways
Building tech tree costs balanced
Removing increased coal cost of UV mode as it is now paid for with the increased electricity cost of UV modules
Anomaly attack first instance now slightly randomized
Crew quarters take 2 oxygen and power
Research generated more slowly
Removing Residential slots from Outposts
Removing number on biome expeditions
Turn on Emergency Mode when crew are suffocating
Resource gathering rates tweaked (some reduced, some increased)
Making Points of Interest more lucrative (lowering requirements and making them less dangerous)
New Tech Tree unlock as reward from PoI event, makes mining drones carry more
Increased reached destination range on submarines to prevent them getting stuck
Making early genomes slightly stronger
Recreation buildings now provide recreation to any number of crew within range (previous limit was 8 crew)
Common fauna is now automatically stable, event without a stabilizer
Anomaly:
Making sure Anomaly attacks all have sufficient feedback
Improved Anomaly staging and attack rules
The 'Under Attack' icon now takes you to the building when clicked
Adding new events when the anomaly attacks for the first time
Adding new system for delivering Anomalous samples to the abandoned lab
Misc:
Fixing some event triggers missing from event manager
Fix mining relays and resource lens highlight fighting and leaving highlight permanently enabled
Cancel object placement when entering a full screen menu
Adjusting height value on a number of buildings so the wireframe shader fills correctly.
We're part of the AdventureX Sales Event from Nov. 4 - Nov. 11. We'll run multiple events and announce them here. Apologies if you see several announcements.
About Tom the Postgirl
This spooky adventure follows the mischevious Tom on her deliveries which surprisingly always go wrong. No wonder, she is a real stalker and peeks inside whenever she gets the occasion to. Go along with her and see what the locals may have to hide.