- Massive Tier Bots, New HUB Types, Quests and More! (Beta 0.7.0) - 7 June 2025
The big 0.7.0 is here! I’ve poured a lot of time, effort and honestly some tears into this update. As per usual, it’s really tough to maintain motivation, as I’m still just a one man show (since I certainly don’t make enough to pay anyone to help). Enough of that though! This update FINALLY has the first glimpses of the End Game content. I’m really proud of the Massive Tier bots that come with this update, and I can’t wait to add some more in the future. Other than that, the last two HUB types are also in this patch, and I think they might actually be a little bit OP, but I’ll leave you guys to decide that.As with every update, I hope that those of you who have stuck around enjoy it! Major Features:- Added two new HUB types, the Mining and Trade HUBs. The Mining HUB slowly produces ores and deposits them into any nearby storages passively. The Trade HUB boosts all trades by 25% and incr…
- Stability and QoL Improvements (Beta 0.6.5) - 9 March 2025
Oh wow, it's been a long while since I've posted an update log! I've actually done 4 stability patches since the last one in October (0.6.2-0.6.5 now). So I'll just compile all of the changes into one big post for now! The general work that's been done has mostly impacted the item Transfer automation, since I really wanted to clean all of that up. I also added some much needed QoL improvements as well as some new enemies and clean up passes on many of the biomes. Major Features: - Scrapper bot: This new bot has the ability of scrapping items and automatically selling them! It's still much more cost effective to use trade pods, but you can now get rid of excess items for a bit of extra credits. - Enemy teams: If you haven't noticed yet, enemies now attack each other in the wild! They now have their own groups of allies and enemies, so you may see a squad of spitters hunting a sprinter, w…
- Part 1 of the Main Questline, A New Bot and Titanium (Beta 0.6.1) - 3 October 2024
Major Features: - Added in the rest of Part 1 of the main quest line. I can’t say much about this without spoilers, I’m glad to say that the story up to the first Storm being dealt with is in the game. There will likely be more changes to come, but for now I’m happy with where things are going! - Added a new Lantern Bot. It’s a relatively low tier bot that produces light and deals some decent damage. This also comes with the change where basic bots no longer have a gross looking point light randomly floating next to them. (I had to remove it because it looked bad, but also because that many overlapping point lights was causing a hit to performance at night…) - Added in Titanium, as well as Titanium tools. Titanium can be created via blasting Fine Scrap metal and Refined Carbon. Expect to see more recipes in the near future that use this new material. Minor Features: - Did another pass o…
- Achievements, Corrupt Skeleton Boss, Talking with Storms, and More (Beta 0.5.5) - 15 August 2024
This update contains a whole new Boss in the Frozen biome. It also has the first of many achievements added in! I can't wait to see how many people try to hunt for all of the achievements in game. There's a surprising amount of work that I've been able to do over the past month, so I'm excited to release this patch. I was in between making this a major release, or a patch, but this update is jam packed with content. Major Features: - Achievements: I've added a little over 30 achievements to the game to challenge those of you who try to platinum a game. There are three achievements included for defeating the three bosses that are now in the game. Good luck! - Overcharged Skeleton Boss: The strongest boss to date. It spawns in the Frozen biome far past the Scorched desert. It focuses mainly on melee attacks that deal heavy damage to targets around it. - Speaking to Storms: Later on in the…
- Desert Lord Boss, Quest Updates, Major Bug Fixes (Beta 0.5.0) - 21 July 2024
It's been a little over a month since the last small stability patch. I came back from a brief vacation and got back to work right away. Much of the work was (and continues to be) planning for what a 1.0 release would look like. It's still on the horizon, but it's always good to plan ahead. In terms of this patch, it's a lot of higher level content, as well as the hardest boss in the game! It's in the Scorched desert, in the Crater. It's not currently tied to the story, but since the mechanics are basically done, I decided to add it into the game for a bit of an optional challenge. Major Features: - Desert Lord: Located in the Crater, this dragon-like bot slumbers, waiting for it's next meal. It's got a lot of powerful AOE attacks, as well as a large health pool. If you're going to challenge it, make sure you have a lot of allies. - Quest Update: I've added some more post-Golem quests l…
- Small Stability Patch - 8 June 2024
This one's just a bunch of changes to fix issues related to switching to a new world loading system. Hopefully it fixes some of the crashing issues as well as the quest line bugs that have popped up. ....also it adds new movement paths for the Storms, EFrag minable rocks, refactors enemy spawning, some new encounters, adds the ability to hide the crosshair in settings, adds encrypted messages to some of the notes for extra lore, and boosts post processing effects... The Eclipse. Hyd zdv ghdg*.>
- Transfer Bots, Higher Tiers, Meadows Biome, Enemies and More! (Beta 0.4.2) - 11 April 2024
This is a surprisingly big update even though it hasn't been long since the last update. I've been busy making new enemies and allies, as well as tuning up some of the automation mechanics. Overall, this update is just a load of content that's balanced for the mid-game (which is technically the current "end game"). Major Features: New Allies: - Transfer Bots: These are a new type of ally that are in the small and medium tier. They act as small transfer points that can transfer items between storages. They function off of the same network as the player's transfers, but can be set up anywhere. This makes it possible to set up bases anywhere and have automation (ie, a mining base where a miner mines resources, transfers them to a furnace, then stores the cooked bars). - Large Drill Bot: It's like the other drill bots, but biiigg. Pretty self-explanatory, but it's a costly investment. New E…
- New NPCs, Unique Spawns, Items, and Crafter Recipes! (Beta 0.4.0) - 14 March 2024
I’ve been busy cooking this update up! It started as a simple content pass where I was going to add more stuff around the map (which I did), but one of our community members had a great idea. This update has been unofficially called the “Krey” update and has a whole new Bot because of it. I really enjoy taking feedback and putting it into the game, and this one has to be one of my favorite suggestions! Major Features: - Recipe Browser: Accessed through the new Recipe Bot. You can now see any non-standard craft (aka cooking, blasting, refining etc.) recipe that you’ve made. You can also see unknown recipes that you can try out. - New NPCs: I’ve added a group of four (yes four!) new NPCs in the Scrapper village in the forest biome. There, you can tackle a couple quests and fight a pretty hard mini-boss. I recommend you check it out. There’s also a semi-secret fifth NPC that’s somewhere el…
- New Structures, Lootables, and Experimental Features! (Beta 0.3.8) - 27 February 2024
Continuing with last update's momentum, this update brings with it another wave of content around the world. It focuses mostly on adding in some common structures that add more reason to explore around. I also fixed a bunch of bugs related to some of the more recent changes. Finally I through in the first-pass of a new feature. It's still a bit janky, so it's somewhat hidden, but if you want to try it out early, try walking up to an ally and pressing 'V'! Major Features: - Map Updates: I've added some repeated structures throughout the world that should be recognizable from a distance. They're just little things to draw your eye and reward you for exploring. More will come! (It just takes forever to manually place stuff, then populate the chests...) - First Pass of Direct Control: This has been requested multiple times and I've finally locked down how I want it to feel. Basically, you t…
- New Year, New Mobile Base! - 15 January 2024
After taking the winter break to refresh and reset my mindset, I think I'm ready to get back into the dev cycle. This month, we're starting off with some fun additions that I've been sitting on for a while. Major Features: - New Mobile Base Upgrade: The Tier 3 Mobile Base is the largest (obviously) so far. It can hold up to 8 modules (6 Tier 2 and 2 Tier 3), which should be absolutely insane in game! - New Ally! Flamer: The Flamer, as it says on the tin, uses fuel as ammo and shoots out jets of flame at enemies. This new bot is at the highest tier, so you'll have to get some of the new resources made to build them. Minor Features: - Added in Repair Kits! There has been a long-standing issue with early-game progression due to the lack of an easy way to repair your allies if they get knocked down. As such, I've added a new item that can get your allies back on their feet (though they will…
- The Stability Update (Beta 0.3.6) - 30 November 2023
Over the course of the month, I've been doing small updates to fix issues all over the game. Some of them were related to crashes, others were related to broken AI pathing, and overall the game should just be more stable. This isn't the most exciting update, for sure, but I just wanted to focus on making a good base to build other features on moving forward. Minor Features: - Changed how Enemy Event Spawns are calculated: In the past, all events randomly picked enemies based on the biome and mutation. This worked kind of well, but it could lead to situations where the waves are either way too easy or way too hard. Now, there should be a consistent split between high evolution versus low evolution enemies for each wave. - Added in more things that change based on the difficulty setting, mainly Event Spawns. Bug Fixes: - Fixed many issues related to some reworks of the code base. Can't go…
- The High Tier Update (Beta 0.3.5) - 25 October 2023
After the Transfer bot update, I finally felt like it was appropriate to start implementing some of the things that I’ve had in my brain for the longest time. This update introduces some of the new high tier recipes that will require more than just hand-crafting. This includes compressing and using crafters to process basic resources into components. To use up these new resources, I’ve added several new big bots, with more to come! Major Features: - Compressing and Complex Crafting: These are two new methods of processing resources. Like blasting and refining, these machines require a fuel source and groups of items to be processed. The recipes, however, require many more resources, so I suggest getting some Axe bots and Miners. Along with the new ways to craft come a bunch of new items (currently like 8 I think?) Minor Features: - New Ally; High Tier Research Bot: A whole new tier of r…
- The Transfer Bot Update (Beta 0.3.4) - 20 September 2023
I've finally gotten around to adding in the first pass of Logistics to the game. This comes in the form of filterable transfer bots that can move items from one place to another! This update also comes with some much needed QoL changes and bug fixes. Major Features: - Transfer Bots; These bots come built into the player and are used to transfer items. To access them, you need to craft a Transfer Controller. Once you have that, you can right click with it equipped to access the filters, or left click on a storage you want to transfer FROM, then click on the storage you want to transfer TO. Every time you upgrade your Mobile Base, you will gain one more transfer bot, for a current max of 3. - Difficulty Options; A requested feature has been added. Simply go into the options menu under Gameplay and you'll find a new difficulty setting. Currently it affects the Storm aggro, as well as some…
- The Research and Development Update (Beta 0.3.3) - 30 August 2023
For a while now, I've wanted to add some more interesting ways to get new blueprints. With this update, I've added the ability to either connect a Beacon to the Chronos, or Corrupt it. This unlocks the potential to get new unique blueprints based on the Beacon's status. Looking forward to seeing what you guys think of this change! Major Features: - Beacon Connection: Beacons now have two different states that the player can choose in the Beacon menu after a HUB has been spawned. Connecting to the Chronos allows you to purchase humanity-specific blueprints that are focused on creating the latest technology. Corrupting a beacon allows you to get AI-created bio-machines that use a lot of the natural resources that you can find in the world. Corrupting a beacon also corrupts the nearby environment, causing harder enemies to spawn for a while. Minor Features: - New Ally; Emberblade: The Embe…
- The Frozen Biome and Balance Update (Beta 0.3.1) - 7 August 2023
After doing a bunch of tests and gathering some feedback from some players, I've updated a lot of the recipes as well as stats for both enemies and allies. I've also snuck in like 7 new enemy types in both the Frozen biome and some other secret locations. Oh, also there's more Beacons! I was going to make this a minor update, but as I went through the changes I realized that there's a lot of content that's added with this patch, so now it's a major update! Major Features: - Added in several new Beacons around the map. The new ones should be much more difficult than the current ones for a better challenge during the mid-end game. - Added the Shardslinger enemy type to the Frost Biome to round out enemy types for that biome. - Added the Graveyard Stalker and Corrupt Drone enemy types. They're currently in the WIP zone, but should be fully functional if you want to look for them. - After m…
- The NPC Update (Beta 0.3.0) - 16 July 2023
It's been a while since a full update log, so this will serve as the summary for all of the changes since 0.2.12 dropped. There was a lot, so bear with me! For clarity, I'll put all of the 0.3.0 updates at the top of each list. Major Features: - NPCs: That's right, I finally made a dialogue system! For now, there's only one and a half NPCs that have dialogue trees, sweet lore and a quest so far. Future updates will obviously add more NPCs and quests to go along with them. - Updated Factory: I've updated the look and Loot of the Factory. The boss fight has also been tuned to be harder and you now receive a special blueprint from defeating the boss! I won't spoil it here though! - Added in 3 new enemy types, the Ice Stalker, Stilt Walker and Bulb Lizard. - Updated to UE5. (This seems like it wouldn't have taken too much time, but trust me... it did). - Added a new HUB type, the Supply HUB…
- Another Update for Minor Issues - 3 July 2023
Turns out skipping 4 updates to a game engine causes some unforeseen issues! After a week of working off and on in my spare time (which continues to be an issue), I found and fixed some minor and major bugs. Lots of the UI was messed up, so I did a first pass at fixing some of that. I also noticed that the entire music player was broken, so I had to patch that. Along other minor bug fixes, I also added an Overcharged version of the Bulb lizard and have been tweaking the difficulty of Supercharged variants of enemies, so the game should be a litttleee bit harder. Thanks for any of you who continue to support this game. I know we don't have the biggest player base, but even if there's just one or two people who enjoy what I make, I'm satisfied!
- Small Update to Fix Saves - 26 June 2023
After doing a couple hidden patches for various bug fixes, I noticed that the latest build had broken the saves. This update is to attempt to fix that as well as a few more bugs. Sorry to anyone who downloaded and played the game within the last week! It must have been annoying to download a new game and then not be able to even create a save... Also, since I had to sort of rush to get this fix out, I also packed in a couple changes that were meant to go out in a later build! There's a new enemy, the Bulb Lizard, that lives in the Scorched Desert. It's another spitter-type enemy that I plan to make an evolved version down the line that does some cool AOE type moves. Also, I UPDATED TO UNREAL ENGINE 5! What does this mean for the game? I mean... not much yet. Probably some performance improvements and some stability, but also likely some bugs that I have yet to find. In the coming weeks,…
- Specialty Resources and the Ice Biome - 6 May 2023
This patch is mainly for building out the structure of the Ice biome as well as some new resource types associated with it (like Ice Crystals and Refined Carbon). There's also new recipes that you can find to make Refined Oil, Refined Carbon (mentioned above) and one other thing that I honestly forgot, so good luck finding it! I've also added in a new HUB structure that will act as a defensive turret for the time being. In the future this new HUB will have some other powers, but for now it's just a cool building with three floating turrets that kill nearby enemies. The update logs from here on will likely be in this loose format because of my current time constraints. I've been crazy busy with work and life, so I haven't had much time to focus on development. Hopefully in the coming year I'll be able to make some more time. Fingers crossed!
- Expansion Core Beta Update! (Beta 0.2.12 Patch Notes) - 20 November 2022
Hello again! This update has a whole lot of content, balance passes and bug fixes. The biggest change was to the Quest system, as I've deleted the entire old system and wrote it from the ground up. I'm sure there's still some issues to iron out, but overall, quests are now easier to create (for me) and will be more reactive to what the player's doing. Other than that big change, there have been some major balance changes to recipes, enemy spawning, and events. Major Features: - Quest Rework! As said above, I completely deleted the old quest system in favor of a new, more streamlined version. You can now open up the quest log (default "L") to show quest descriptions and hide specific quests. The tutorial and almost all of the additional quest dialogue has been updated to take up less screen space. There's some nice lore/descriptions for those who want it in the quest log though. Overall…