- Small maintenance update - 6 July 2023
Added a new render-buffer flush mechanic to the window manager which aims to tackle the render-buffer getting out-of-sync after minimizing the game on some Windows hardware configurations. Due to none of my testing hardware being affected by the issue, this solution is somewhat of a theoretical approach and not fully confirmed as effective, but community testing results look promising Added additional data to the save for the restart generation feature (it takes one generation to properly populate this new data for your save) It now tracks whether you had encountered actions prior to the current generation and resets that data on generation-restart It now tracks your game completion and longest life data prior to the current generation and resets that data on generation-restart The new data above should tackle some edge-case issues where chapter completion records and automated backups…
- Minor update following the June QoL update - 14 June 2023
Various hotfixes to tackle launch day issues with the QoL patch Fixed an issue in the new restart generation feature that caused story completion times to not properly reset, which could lead to incorrect displayed times (those prior to the restart). This effect was purely visual/informational, and had no impact on progression. This fix takes one or two restarts or reincarnations to correct itself in your save Fixed the top-right close button of the restart generation modal not working Fixed an issue that stopped the reverseSkillColors launch parameter from working On another note, I'm aware that some Windows players are experiencing an issue where the video-buffer appears to get out of sync after minimizing the game. I am investigating this issue, but haven't been able to reproduce this on any of my testing devices. This leads me to believe it's either related to specific outdated GPU…
- June's quality of life and player feedback update - 7 June 2023
With this update I wanted to work through a significant amount of my feedback-backlog, primarily focusing on features that were too big to "pick up" during focused-developement cycles, such as content updates. It doesn't tackle the entirely of my list, but takes care of most things that don't have roadmap-benefits to hold off until more content is fleshed out. Let's get straight to todays changes: Added an option to restart your current generation, at the cost of resetting progress obtained throughout that generation. This feature is aimed for the min-maxers among you, to allow you to correct mistakes (ex: when you misconfigured an automation) at the cost of taking a bit more time Added a new automation behavior setting for experienced players: "Override exhausted", allowing you to automatically (temporarily) adjust automation priorities for cooking jobs when you lose access to the rela…
- March's player feedback update - 15 March 2023
Let me start off by thanking you for all the feedback that followed the release of chapters 10 & 11! With different people taking vastly different approaches to the same content, it was somewhat of a challenge to define the rough edges. But nothing is as helpful as in-depth thought-sharing of your experience to determine what to improve upon! So let’s get to the changes, I hope you’ll enjoy them! Player feedback balance adjustments Jobs that deal damage on completion (seals, magma, steel) now reduce your active food cooldowns by 10% of your maximum cooldown per completion as well. Providing an additional strategic element to tackle them through food variety. This aims to reduce a commonly reported frustration of "I get worse as I get faster" if properly utilized, without invalidating their place in the balance Chapter 8: Catch seal damage per completion was increased by 10%, to keep the…
- Minor updates following the new content - 21 January 2023
January 21 Jobs that deal damage on completion no longer halt to prevent lethal damage before they are actually close to completion The new game plus passive jobs perk no longer progresses two specific jobs in the middle path of chapter 10, to prevent wasting valuable resources Slightly expanded the rendering system to better detect when it missed something, and catch up next frame. This should tackle a rare chapter 11 visual bug where a number/bar wasn't visually updated after completing certain explorations if they finished at the exact same time as something else such as eating food Added a small number-precision safety check to a chapter 11 finale event January 20 Fixed the passive jobs NG+ perk cheating its way past two chapter 11 job requirements Fixed a chapter 10 person following you around after moving on without meeting that person (how rude) January 19 Fixed a cache bug that…
- Chapters 10 & 11 are now available! - 19 January 2023
Our journey continues with two new chapters! Featuring various new mechanics that will feel both familiar, and may just take you by surprise! All new content has been balanced and tuned for a "first playthrough" I'd advise playing it without New Game plus benefits for the intended first experience. If you have finished the game after the June 2022 QoL update, a save-backup of your completion should have been automatically created in: . But I realize that a fair amount of you completed the previous chapters earlier than that, so this solution doesn't fully work until after this update. Alternatively, you can find a save at the end of chapter 9 here: https://cdn.discordapp.com/attachments/841043627705892902/1065641149936705556/chapter-nine-finished.txt . Obviously this is not advised if you haven't completed the game yet. Although I'd personally advise playing through the new content as i…
- June's player feedback and quality of life update - 3 June 2022
More information about the next steps of development below today's changes. But let's start with what's changed! Today's changes Reduced the default automation unlock requirement by 20% (500 > 400 for jobs, 10 > 8 for constructions/explorations). Actions with specific requirements have been tuned accordingly. New game plus scaling remains the same percentage, but the result is 20% lower by effect (subject to rounding) Added two options that allow for accumulations of offline time when a menu is open, or the reincarnation screen is shown. Similar to when the game is closed, this causes the game to fast-forward to catch up on time that would have progressed if it was running normally, up until a paused state is reached. Aiming to support less attentive playstyles, if desired Local saves are now also stored in , as a third save-loss prevention layer. For the very rare edge cases where Stea…
- May 3rd update - 3 May 2022
Added checkmarks to the automation tab for constructions and explorations that were completed in the current generation, for a slightly easier overview of what your current automations managed to complete Replaced the 25% health check from the safety combat logic with a more accurate alternative, for a few edge-cases where it could cause combat to be lethal when it didn't need to be Resource-jobs are now only triggered to fill-up (last in line within a priority), but no longer specifically trigger when empty (like food jobs still do), unless required by another action When a fail-damage exploration that won't be completable is triggered with safeties off, it now automatically triggers stalling with jobs when it would normally proceed to the next exploration In the save-selection screen that's shown when the local and cloud save are out of sync, new game+ DNA points are now shown as well…
- Polishing for automation and queue handling - 26 April 2022
Added an "automation behavior" section to the ingame settings tab (Menu (ESC) > Game settings) with three new options related to automation Added an automation option that causes empty jobs to be automated with "run once", if triggered when empty. Causing stocking up to happen after other actions of the same priority have completed, rather than before Added an automation option to trigger low priority explorations with "stop before completion", if their time left is above 1 second Added an automation option that allows you to prevent automatic refilling of the inventory when no automated explorations of a lower priority are available. Low priority used to do this, but this behavior now adjust to this configuration instead Food-resource automations now trigger as "run once" if triggered by a cooking action that was initiated as "run once" as well When jobs are automated to stall during c…
- Small update following the new game plus experimental release - 14 April 2022
Fixed two bugs that could cause older or empty saves to prevent launching the game after the NG+ update Fixed a bug that could cause new game plus perks to change after cancelation, shortly after initiating a new game plus Fixed data shown on the end screen not properly resetting with new game plus, causing it to show outdated values upon completing new game plus Fixed a bug that could cause the automations modal to show as empty because it tried to open the last selected chapter after starting new game plus, when that chapter was no longer available
- Introducing experimental feature: New game+ - 13 April 2022
New game+ offers a way to replay the game after completing all currently available content, before more content is release-ready. It resets your game to the very beginning, with additional small perks that can be allocated with DNA points that are earned by completing the current content. This feature is designed for those of you that are looking for a reason to play the game again, and might not be for everyone. But that should be OK, as it will remain entirely optional. It is only available after completion of currently available content, and merely offers another alternative to simply putting the game down after completion, or overgrinding current content. New content will at no point require new game+ progress, and will be designed and balanced without new game+ progression. From a technical perspective it can be looked at a little like an optional prestige layer. But it's balanced…
- Small follow-up to the player feedback & QoL update - 19 March 2022
Fixed a missing percentage character in the percentual time-diff option, if the time was slower than the last Slightly changed the border-color on dark-mode blocks to be a slightly darker shade of white, to make it a little bit softer on the eyes Fixed the reverseSkillColors launch parameter not working with dark mode
- March player feedback & QoL update - 18 March 2022
Let me start off by thanking you for the incredible reception of the chapters 6, 7, 8 and 9 content update! Far more of you returned to the game than I ever dared to expect, and the game even peaked into the top 250 games with most concurrent players on Steam. As a result of that, I've been having a bit of trouble to keep up with all the feedback and suggestions coming in. I appreciate all the feedback immensely. Whether I use it for updates directly, or take it into the thought process to find other solutions to issues that you address. I truly believe that without all your feedback the potential of the game would be far smaller than Early Access allows it to be now! Normally I aim to respond to as much feedback as I can, but with how much feedback has been supplied by all of you, it's been a bit of a challenge to keep up. So my apologies if it's taken me a while to respond. But ultima…
- Improved the accuracy of combat-safeties and other minor changes - 11 March 2022
Improved the accuracy of combat-safeties. They now include food cooldowns into the computation when it's a close call. Tackling the frustration of being forced to stop when you were sure you could make it Combat safety no longer checks for 25% health, as it no longer has a benefit for the formula and could potentially lead to false-positives with low maximum health (Temporarily disabled with a hotfix as it introduced an unintended side-effect) Experience earned now shows decimals in the reincarnation screen tooltip and generation history, if relevant Slightly changed how the renderer picks up completions of the chapter eight meta-unlock, aiming to tackle displayed values occasionally being out-of-sync Fixed a bug that caused a late game exploration to remove food resources, when it should only remove construction resources Corrected some minor textual issues
- Third minor update following the new content - 6 March 2022
Slightly reworked the cap jobs to construction functionality. It now only caps after a completion, so it no longer entirely prevents manual completions in between. This also tackles an extremely rare fatal error The safety stops for fail-damage explorations now consider off-cooldown food. Making them more accurate if damage is close to your maximum health
- Minor bug fixes following the new content - 5 March 2022
Fixed a bug that could cause low-priority jobs to not always trigger when force-fight was enabled, requiring some manual intervention that it should prevent Fixed a bug in the warning notifications of damaging explorations, that caused them to assume that when the exploration couldn't run it had to be because of damage, when another requirement could be the reason
- Minor update following the new content - 4 March 2022
The food recovery indicator at the top-right of the inventory now states the total value of your food in the tooltip as well Fixed one tooltip telling you too late that you'd lose access to a chapter 6 job. It now tells you at the right exploration Added a --reverseSkillColors Steam launch parameter. Making generation levels blue (the top bar) and instinct levels yellow (the bottom bar). I don't think I need to explain why
- Chapters 6, 7, 8 and 9 are now available! - 3 March 2022
Over three months in the making and finally ready to be played! The new chapters are designed to expand the content in a way where run-based decisions have a bigger impact on progression, throughout these new chapters. Featuring one new skill, used exclusively for a new mechanic that introduces some new rewards that persist between runs. Thank you for your patience during the long wait, I hope the time it took makes sense when you see all the new content! The branching I wanted to introduce really benefited from releasing multiple chapters at once, as they come with a new form of pathing. I won't spoil too much, it'll make sense soon enough as it gradually unfolds by playing! Other changes: The combat-stop notification that tells you there's something less lethal you can do, now gives an example of something you can do. To prevent confusion with small oversights The maximum recovery val…
- November 10th update - 10 November 2021
The action container menus (left column) now have their own scrollbar when content doesn't fit your screen size, rather than requiring the entire window to scroll Added a health per second indication to the inventory food tooltips Chapter four constructions now hide when leaving chapter four, if they can't be completed anymore The game finished message now also triggers the window flash, if enabled Fixed a rare bug where automation for required resources would not trigger if a construction was started when said resources were already empty, but it could continue construction for a short time Fixed food cooldowns displaying an incorrect value until unpausing when launching the game in a paused state This will probably be the last minor update for a bit. It's time to fully focus on the next chapter!
- Small bug fixes update - 31 October 2021
"Cap jobs to construction requirement" now only applies if the next-queued action doesn't require another resource that the same job provides. Fixing a "looping queue" bug Fixed a bug in the "cap jobs to construction requirement" that could make it cap to a queued construction that was already completed Changed the taskbar flash behavior on MacOS to be more noticeable, because the single jump was too subtle compared to other platforms