Oceaneers is getting closer to releasing a demo! Private playtests have been amazing, with a very positive response, and fantastic feedback. Recently with the help of this feedback we have made some tweaks to our research tree.
The latest version of the research tree has 9 categories, and within each category there are branching items, as well as improvements that unlock upgrades.
When designing a research tree, it becomes a careful balance of choosing how linear you want it to be. Linear research trees take away most decision making and are easier to use when you first play a game, but they limit choices, limit your ability to react to challenges, and limit general replayability.
When designing the research tree in Oceaneers, one of our main goals is to ensure it's not too linear - we want players to have real choices.
Perhaps you focus on establishing a solid water supply first while surviving on mediocre meals - or maybe you rush to higher tier scout boats and focus more on expeditions and scavenging.
Here is screenshot of the latest cooking section of the research tree.
Here is a sneak peak of the scale of the current research tree. Note that this is a work in progress and is missing a bunch of items that we are still working on.
Blueprints
Another unique aspect of our research tree is "blueprints". There is a whole section dedicated to these blueprints, which you must find on expeditions (and when exploring bunkers). You will find some weird and wacky buildings from the old Float-Tech Corporation, and be rewarded for exploring!
That wraps up this dev diary, we would love to hear your thoughts!
Ahoy there -- new patch notes incoming! There are only a couple days left in Meat Lab 5, so keep the feedback coming over in our Discord server.
Bug Fixes
Invulnerable enemies wont be targeted by Aim Assist (on controller) or player-deployed turrets anymore
Typo in the game’s opening text crawl has been fixed: ~~Sausage Spiral~~ Frankenstar System
Fixed certain projectiles and lasers from shooting in the wrong direction after leveling up
The Payload event now displays a marker on the control panel used to start the payload moving
Thruster VFX on non-host bolt burgers will now show up in the mission start sequence when they fly out from the ship.
Fixed missing audio when Ringo is incapacitated and teleports
Fixed in world markers not going away after defeating the alien snipers in the sniper nests event. Thanks for the report @inaudible!
Fixed not being able to fire after reloading when mashing the fire button. Thanks for the report @harmeson!
Fixed the hunters not being able to access an area of the map on Tibbler’s Run. Thanks for the report @tangent4033!
Fixed an issue where currency icons were invisible upon completing an objective
Gameplay
Hunter Updates
Hunter Threat System (Arrival & Delay)
We’re going to continue making adjustments to the Hunter Threat system and their arrival & delay timing throughout this test. Our goal is to keep the player moving and encourage objective completions – last update included a change which paid down the Threat Meter when completing secondary objectives. This update we’re increasing the time allotment of the initial delay so the player – especially on the first planet – is able to orient themselves and get going. Additional delay will primarily be provided by objective completion throughout this iteration.
Removed Hunter Primary Objective Delay time from Hunter Protection 1.1
Increased base Hunter Delay Time on Hunter Protection 1.1 180s -> 240s
Changed Starr’s behaviors so that he goes away like Ringo, instead of healing slowly
Both Hunters are gone/incapacitated for 60 seconds after their health hits zero
This is a developing system and we’re eager to hear your feedback. We’ve pushed one or more adjustments a day to this system and it’s tuning throughout this test because of your feedback. Please keep it coming, it is immensely helpful!
Managing Hunters
If the player’s Hunter Threat Meter reaches “WET PANTS NOW” and the Hunters spawn, we’ve given the player a handful of ways to manage their presence.
If you deplete Ringo or Starr’s health pool they will be incapacitated, disappearing into the ground, and respawn after 60s
While your Threat Meter is at “WET PANTS NOW” the Hunters will gain a stack of “Meatlust” every 30 seconds until they are banished
Meatlust: +30% Move Speed, +30% Attack Speed, +6% Hunter Health
Completing an objective will lower your threat level and cause the Hunters to be banished back to the Meathedral
UI
Fixed several issues with scrolling in Join Game list
Art
Enraged vfx added while Hunters are in their enraged state
Ahoy there -- new patch notes incoming! There are only a couple days left in Meat Lab 5, so keep the feedback coming over in our Discord server.
Bug Fixes
Invulnerable enemies wont be targeted by Aim Assist (on controller) or player-deployed turrets anymore
Typo in the game’s opening text crawl has been fixed: ~~Sausage Spiral~~ Frankenstar System
Fixed certain projectiles and lasers from shooting in the wrong direction after leveling up
The Payload event now displays a marker on the control panel used to start the payload moving
Thruster VFX on non-host bolt burgers will now show up in the mission start sequence when they fly out from the ship.
Fixed missing audio when Ringo is incapacitated and teleports
Fixed in world markers not going away after defeating the alien snipers in the sniper nests event. Thanks for the report @inaudible!
Fixed not being able to fire after reloading when mashing the fire button. Thanks for the report @harmeson!
Fixed the hunters not being able to access an area of the map on Tibbler’s Run. Thanks for the report @tangent4033!
Fixed an issue where currency icons were invisible upon completing an objective
Gameplay
Hunter Updates
Hunter Threat System (Arrival & Delay)
We’re going to continue making adjustments to the Hunter Threat system and their arrival & delay timing throughout this test. Our goal is to keep the player moving and encourage objective completions – last update included a change which paid down the Threat Meter when completing secondary objectives. This update we’re increasing the time allotment of the initial delay so the player – especially on the first planet – is able to orient themselves and get going. Additional delay will primarily be provided by objective completion throughout this iteration.
Removed Hunter Primary Objective Delay time from Hunter Protection 1.1
Increased base Hunter Delay Time on Hunter Protection 1.1 180s -> 240s
Changed Starr’s behaviors so that he goes away like Ringo, instead of healing slowly
Both Hunters are gone/incapacitated for 60 seconds after their health hits zero
This is a developing system and we’re eager to hear your feedback. We’ve pushed one or more adjustments a day to this system and it’s tuning throughout this test because of your feedback. Please keep it coming, it is immensely helpful!
Managing Hunters
If the player’s Hunter Threat Meter reaches “WET PANTS NOW” and the Hunters spawn, we’ve given the player a handful of ways to manage their presence.
If you deplete Ringo or Starr’s health pool they will be incapacitated, disappearing into the ground, and respawn after 60s
While your Threat Meter is at “WET PANTS NOW” the Hunters will gain a stack of “Meatlust” every 30 seconds until they are banished
Meatlust: +30% Move Speed, +30% Attack Speed, +6% Hunter Health
Completing an objective will lower your threat level and cause the Hunters to be banished back to the Meathedral
UI
Fixed several issues with scrolling in Join Game list
Art
Enraged vfx added while Hunters are in their enraged state
🖌️✨FireAlpaca SE limited brush🖌️✨ Added ‘Antique Watercolor2’ brush! Here is a popular analog-like brush that expands your creativity☺️ This brush is available to download only with FireAlpaca SE.
Into the Dead: Our Darkest Days - Harriet_PikPokCM
We're one week away from our first Early Access update, so we figured it was time for a dev update and check-in.
Early Access Update #1
As a reminder, Update #1 will be releasing next week on 27 May PDT / 28 May NZST and will contain the following new features:
CURVEBALLS: Environmental and world events can now affect your shelter over time. These can be positive or negative and may force you to alter your strategy.
ZOMBIFIED SURVIVORS: You may encounter your zombified survivors when returning to the location where they "died".
NEW THROWABLES: Expanded range including additional offensive, distraction, and explosive options.
DOOR BARGING: When you don't have time to be subtle, sprinting through a door may get you where you need to be faster.
NEW STARTING SHELTER: When starting your game, there will now be a new possible shelter location.
As well as various general bug fixes and improvements.
Here's a sneak peek at some of the recent work in progress - with the usual reminder that it's in active development, could change and includes some placeholders!
DOOR BARGING
NEW THROWABLES
General development
Ongoing development for the game continues alongside our regular core updates. This includes exploration of roadmap features further down the road, like our trusty animal companions.
We're also exploring other quality-of-life updates, including the much requested ability to easily navigate between your survivors, especially as your shelter gets full.
And, as always, our art team continue to work on new locations for you to explore.
Demo Availability
With all of the above going on, we've gotten to the point now where the demo is lacking a number of core features, bug fixes and optimizations. We had to make a call on whether to focus the team's efforts on updating and optimizing the demo or working on new content, and we've made the call to focus our development solely on the full version of the game for now.
For this reason, we want to give players advanced notice that we'll be taking down our demo at the end of this week. If you've been meaning to try out the demo or you've been trying to get your friends to give it a go, tell them to have at it before the end of the day this Thursday 22 May PDT / Friday 23 May NZST. As with all Steam games, players will still be able to play 2 hours of the full game and refund it if it's not for them (subject to Steam Ts&Cs).
Developer Livestream
Our Senior Game Designer James Bodnar and Senior Programmer Sarah Dobie recently joined the team at Unity to do a little deep dive into zombie behaviour. Check out the playback of the stream over on YouTube if you're curious how some of our systems work from a technical standpoint: https://www.youtube.com/watch?v=BMCAtKjP-Ao
______
That's all for now! We can't wait to hear your thoughts on the new update next week. Don't forget to join the Discord to chat directly to the team and let us know your feedback and ideas.
Our very first playtest just wrapped… and the response was off the charts.
So due to overwhelming demand, we’re bringing it back for an encore performance, this time with NO NDA! 🎉
Starting Friday, May 23 at 10 AM PT, we’re opening the doors again and inviting even more of you to jump in.
This time around, you’ll be free to record, stream, and share your experience with the world, no restrictions.
You’ll also get a shot at testing some of our core features, including the music import, letting you bring your own beats into the action. Whether you're tearing it up to Top Charts Hits or dropping your own soundtrack, we can’t wait to see (and hear) what you do.
Spots are limited, and invitations will roll out throughout the week:
🗓️ May 23 (Friday) at 10:00 AM PT → May 27 (Tuesday) at 10:00 AM PT 👉 Sign up now to lock in your chance 📷 No NDA, post, stream, and share freely 🎶Test our music import and more! 💬 Join the Discord Community
We’re thrilled to bring you back into the mix, thank you for being part of the ride. See you in-game May 23! 🕺
These include: The 3D model asset pack "Floating Islands" allows you to build a fantastical floating world, while the pixel art-style 3D model resource pack "PixelScapes Winter Pack" is themed around a snow-covered village. Additionally, the "Vibrato NPC PIXEL PACK Vol.1" is a collection of high-resolution pixel art characters that reimagine the standard asset support characters. Also, 10% off launch discount until June 10, 2025 at 10am PDT! Don't miss this opportunity!
DLC Overview for May 27, 2025 release
RPG Developer Bakin Floating Islands
https://store.steampowered.com/app/3675970/ This 3D model asset pack allows you to build a fantastical adventure map set on floating islands in the sky. It includes a wide variety of parts such as massive floating landmasses, ladders and cave pieces connecting the islands, vibrant trees, ancient-looking stone pillars, and circularly rotating floating stones. The pack also comes with 7 ready-to-use sample maps, making it easy to create impressive sky-themed environments right away. With creative use, you can also build natural-looking, open-world-style terrain maps. Perfect for designing expansive fantasy landscapes and enhancing in-game events, this pack is a great addition to your world-building toolkit.
RPG Developer Bakin PixelScapes Winter Pack
https://store.steampowered.com/app/3743010/ This DLC is a pixel art-style 3D model pack themed around a snow-covered fantasy village. Designed as an expansion to the already released PixelScapes Town Pack, it adds even more variety to your map creation when combined with other packs in the series. The pack includes a range of cold-region inspired assets such as snow-covered houses and inns, frosty trees, signposts, a single ice igloo, snowmen, ice sculptures, and a polar bear. It's perfect for creating a warm and nostalgic winter-themed world.
RPG Developer Bakin Vibrato NPC PIXEL PACK Vol.1
https://store.steampowered.com/app/3743020/ This DLC is a high-resolution pixel art character set, newly illustrated by renowned pixel artist Vibrato. It is based on ten support characters included in the default assets of RPG Developer Bakin: "Child A," "Child B," "Villager A–D," "Elder A–B," and "Shopkeeper A–B." While the standard assets use a frame size of 40×40 pixels, this set features approximately four times the resolution, allowing for more detailed and expressive depictions of each character. Two motion types are included: walk and wait. These lively town characters will add charm and vitality to your game world.
Notes: Although this product is labeled as an Early Access version, the actual content is completely identical to the full release version. There will be no change in specifications or pricing for additional characters or animations after the transition to full release. It will appear as a full release version as soon as the launch discount ends.