- DEVLOG #23 - Project Regolith's Postmortem, What Comes Next? - 5 December 2023
Hey there everyone, we're back from our short rest this week, and I wanted to start the week with a pretty important update. Today I'm gonna be going over some of our key talking points following a post-mortem discussion the team had before we took our break this past week, and then covering what's next for us as a studio. This process marked the official conclusion of our major support patches for the game post-launch, and we're now much happier with the state of the game, performance and bug-wise, but we still have plenty to talk about concerning the game, it's dev cycle, and a slew of other things across the board. Project Regolith's Postmortem A week ago, just after launching patch 1.04 for Project Regolith, we sat down as a team and had a thorough discussion about the last 20 months of development. We thought it would be a good idea to share the major talking points with you all as…
- 24th of November, 2023 - Patch 1.04 - 24 November 2023
Hi again everyone, apologies for the slight delay in this week's patch for Project Regolith. After this patch we're taking a short break to rest and recharge our batteries a little bit. Keep an eye out for our upcoming major dev log regarding launch, what's next for the studio, and some of our general thoughts on the dev process for the game. Anyhow, without further ado, here's the patch notes for today: **__24/11/2023 - Patch 1.04__** - Fixed a long-standing issue that was causing lobbies hosted after leaving someone else's game to not correctly accept new players. - Fixed a particularly troublesome section of the map incorrectly popping in just after the Hydroponics Puzzle - Patched up some seams in the station that were exposed to deep space. Thanks again for your continued support and patience! - Conor Discord - Twitter - Instagram - TikTok - LinkedIn - YouTube
- 16th of November, 2023 - Patch 1.03 - 16 November 2023
Hi again folks, we're back again with this week's Project Regolith patch. This week we're addressing UI at Ultrawide Aspect Ratios, some SFX issues, collisions, and more... You can read the patch notes below: 16/11/2023 - Patch 1.03 - Swapped an Audio log in HeavyBot's version of the Hydroponics room to be identical to LightBot's. - Made adjustments to all in-game UI to better fit ultrawide aspect ratios. There should no longer be any UI cutoff for any aspect ratios, but if you're having issues, please report the specific UI elements and your resolution's aspect ratio to us on our Discord! - Restored a number of SFX to doors that were unintentionally silent. - An additional pass on some wonky colliders. - Some additional improvements to pop-in/out of some map areas. Thanks again for your continued support and patience, we hope the patch is another step in the right direction! Discord -…
- 9th of November, 2023 - Patch 1.02 - 9 November 2023
Hi there everyone, today we're publishing the 2nd patch for Project Regolith, addressing a number of missing colliders, some issues with world-space portals, a missing achievement trigger, and some other things! Check out our full patch notes below: Project Regolith Update, 9th of November, 2023 - Patch 1.02 - Fixed a massive performance issue being caused by a check that should've only been run once on the Main Menu. Framerates should be a little more stable on all machines now. - Made some adjustments to the player's cameras to (hopefully) reduce noticeable clipping through world-space portals. - Fixed an issue that was preventing an achievement related to the Atrium doors opening, revealing Cronus X from firing. - Restored a missing label from the players' settings menus for Caption Opacity. This was previously labelled correctly on the main menu but not during gameplay. - Fixed an i…
- Project Regolith - Patch 1.01, 3rd of November, 2023 - 3 November 2023
Hi there folks, we've pushed Project Regolith's first bug-fix patch, aiming at addressing some of the known issues we've spotted since launch a couple of days ago. 3rd of November, 2023 - Patch 1.01: - Fixed the final puzzle's music cues overlapping the closing music in the game's end sequence. - Fixed the controls responsible for scuttling the station not correctly triggering a music cue. - Moved Crew Log #11 (AKA Nerd Rage) out of it's confinement near the Terraforming Labs. - Fixed broken material on the Terraforming Test Tube's refined quantum energy seen during the Terraforming Lab puzzle. - Removed an oversized trigger in Terraforming that was causing LightBot to teleport somewhere he shouldn't, softlocking the game. - Implemented a fix for rare cases of the Station Control Arming Keys not spawning correctly during the Admin puzzle. - (Hopefully) Fixed an issue with loading the ga…
- Project Regolith Available Now! - 1 November 2023
Hi everyone First of all, on behalf of the dev team,I want to thank you all for your patience and understanding regarding our recent delay. But the wait is finally over, Project Regolith is finally here! Until November 8 you can enjoy a 15% discount on the game! Beware of Bugs Finally, as a forewarning, The launch version is sure to contain a fair share of bugs, we've done a lot to squash many already and are aware of a few more but we're a small team with limited test capacity. If you find one be sure and let us know about it in the steam discussions, the discord or using the in game bug reporter. We'll be releasing our first bug fix patch Tomorrow on Nov 2nd (AEST) with many more to come as bugs are identified. A list of known issues can be found here. Thank you again! For all your support during the development of project Regolith. We're incredibly excited for you all to finally get…
- An Important Update Regarding Launch - 27 October 2023
Hey everyone, we'd like to share an update regarding the planned launch of Project Regolith. These past few weeks we've been promoting that Project Regolith would be launching this Friday, the 27th of October. We've been committed to this date for the past couple of months, but unfortunately, there's been a series of hiccups in Steam's build review process, and it's looking like we're not going to be approved for release by Valve's team in time to hit our deadline. To be fully transparent about the issue: Early this morning we were notified that the Steam Review Team has been having connectivity issues that we hadn't yet encountered in our testing and review build of the game that we were planning to set live tomorrow. After a lot of experimentation today we're fairly confident we've ID'd the problem and implemented a fix, BUT this fix still needs to go through Steam's review process ag…
- Devlog #22 The Final Countdown - 23 October 2023
Hi everyone Ryan here with our most exciting and possibly penultimate development update! Project Regolith is all set to launch this week, but first let me apologise for the late update - both Conor and I are pretty exhausted this week after an almost 6 full days at... SXSW Sydney! We returned late Sunday night after an amazing week at South by Southwest Sydney. We met some incredible people and took in some great events. Having a blast in Sydney between events Huge thanks to SXSW for having us and If you came by to see our display at the Mercure after reading our last post, or are seeing this as a result of following up from discovering us there, we just wanted to say "Thank You!" for stopping to chat with us and play our demo! It means so much to us to get to engage with our community like that and for all the newcomers we hope you'll stay tuned, 'cause... JUST 3 MORE DAYS TILL PROJEC…
- Devlog #21 Next Fest Wrap and SXSW Sydney! - 16 October 2023
Hi everyone, welcome to this developer update! October rolls on for us here at Project Regolith and we want to keep you up to date with all the going ons. STEAM NEXT FEST A big thank you to everyone who played the demo and left feed back during the next fest. We saw a massive increase in wishlists for the game over the PAX and Next Fest periods and we couldnt be happier with that result. In case you haven't heard, we have a fully updated version of the demo - PLAYABLE RIGHT NOW! SXSW SYDNEY THIS WEEK Conor and Myself will be in Sydney this week for the South by Southwest gaming festival. Project Regolith will be showcasing on Thursday Night 5pm - 9pm at the Mercure Sydney! If you can make it, we'd love to see you there. We'll be wandering the show all weekend too, so if you see us walking around in our regolith branded fit, come up and say hello! We'd love to chat to members of our comm…
- Project Regolith Devlog #20 - Post-PAX, Next-Fest, SXSW Sydney - 9 October 2023
Hey there folks, apologies for the day-late update - The team was very sliiightly wrecked after an extremely busy (and successful) PAX Australia this past weekend! Here's a bit of a peek at how things were looking throughout the week! The gang after setup on Thursday night (Left-to-right: Conor, Ryan, Harrison, Brandon) The showfloor on Friday arvo, Brandon running the demo for some of our attendees! The gang bright and early on Saturday morning. Our final session concludes on Sunday night, just before pack-down. That said, the ball keeps rolling for Project Regolith, and we're back to the grind today, working to get the last few things in place for launch in a few weeks time. On today's devlog agenda, we wanted to reiterate that as of today, we're participating in the Steam Next-Fest! For those of you who weren't able to play the Demo this past weekend at PAX, you can now play it digit…
- Devlog #19 - PAX Prep, Glow-ups, We're on TikTok Now (finally) - 2 October 2023
Hey everyone, it's time for another devlog. In our last update we went over just how busy October is for us. Between all the events and finalizing things on the game, this post is gonna be a bit brief once again, but we wanted to go over our final prep for PAX Aus, show off the glow-up that the game's main menu received, and also announce that we've (finally) started posting content on TikTok! PAX Preparation It's no secret that we've put a lot of our eggs in the events basket for Project Regolith, with SXSW Sydney, the Steam Next-Fest, and of course, PAX Aus all coming up, one after the other, right before launch. We've spent a decent chunk of time making sure that the demo we'll be bringing works well, and gets the main idea of the game across to everyone who visits. On top of that, we've got some extra goodies for the booth, too! The first 50 teams to complete the demo each day get t…
- Public Devlog #18 - October Events - 18 September 2023
Hey there everyone! Welcome back for another devlog! Today we'll be showing off our new Store Page assets, recapping our plans for October, and discussing a very special date after we're done with PAX and SXSW Sydney... And in case you missed out on our last update, where Lead Programmer Conor Calam broke down one of our most prominent game mechanics, you can find it here! New Store Page This past week, as we'd mentioned a few updates ago, our Steam Store Page underwent a bit of an overhaul. Now featuring a set of all-new screenshots, capsule arts, and a refurbished description! Our amazing new cover art was created by Melissa Selby! Check our her other work on her Twitter or Instagram. And if you haven't already, swing over to Project Regolith's store page and wishlist the game to help improve our visibility on Steam! October Recap As we've mentioned in our past updates, October is a b…
- Public Devlog #17 - The Prestige - 4 September 2023
Hi everyone, welcome to this weeks Devlog. This week we'd like to try something a little different, and talk about some of the technical details behind one of our more important non-Euclidean mechanics. To show you how the sausage is made, i'm gonna hand this update over to Regolith's lead programmer Conor Calam. How its made: World Portals Hi I'm Conor, the lead programmer and technical designer behind Project Regolith. Today i'm going to demonstrate the inner workings of a mechanic we've internally dubbed "World Portals". To give a quick demonstration of what I mean, here's an example that you see in our Trailer from a few weeks ago: World Portals serve a handful of functions in the game - In some cases as part of puzzles, and in others just as a fun little nod to the events behind Outpost Rhea's destabilization, and in others still as a way for us as developers to play with your head…
- Public Devlog #16 - South by Southwest in Sydney - 21 August 2023
Hey there friends, welcome back to another project update! There's not a whole lot of exciting news to report this week - Progress on the game has been steady, we've put the finishing touches on the Demo we'll be bringing to PAX and showcasing for the Steam Next-Fest this October. But we've got another exciting event we'd like to announce our attendance for! SXSW Sydney That's right! The team's going to be attending South By Southwest Sydney! Project Regolith will be a part of the Games Expo portion of the show, running from the 18th to the 22nd of October - So if you're attending, make sure to stop by and say hello! This is SXSW's first time running in Australia, and we're honored to be a part of it's humble beginnings here. While we can't share the finer details at the moment, we'll be sure to keep you all updated on the most important news about our participation as soon as we can! Y…
- Public Devlog #15 - Updating the Demo, Store Assets, and our New Website - 7 August 2023
Hi again everybody, welcome to this week's Devlog! In case you missed our last post, we covered some pretty important stuff - Like how we'll be exhibiting Project Regolith as a part of PAX Rising at PAX Australia later this year, plus how the game will be a part of the Steam Next Fest in October, and lastly, that we'd launched our cool new Story Trailer! Demo Updates In our last post, we mentioned that we'd be taking our previously available demo off of our Store Page in order to prep for the aforementioned events. As of the 24th of July, our old demo is no longer playable on Steam. With the old 2022 demo offline, we're turning our attention towards a new, refurbished demo that both looks better, plays better, and overall just IS better. And while the slice of the game we're focusing on is the same, a significant part of it is different. You might remember from one of our posts a few we…
- Public Devlog #14: PAX Australia 2023, Steam Next-Fest, NEW TRAILER! - 24 July 2023
Hello everyone! Welcome to this exciting devlog, we have alot of very cool things to announce this week so lets not waste any time... Project Regolith at PAX Australia 2023! That's right! Last update we mentioned our ambitions for showcasing at PAX once again, and today I'm happy to confirm that Project Regolith will be there! You'll be able to come visit us in the PAX Rising section among all the other indie games this year! We're super nervous and excited to be among some of the best Australian Games talent this year, and it'll be a massive change compared to our participation as part of the AIE Booth last year. The team showcasing at PAX Aus 2022. (Left to right: Ryan Lovell (added in post), Conor Calam, Brandon Russell, Simon Stemberger, and Harrison McNeil) We'll be aiming to bring a much cleaner, more polished version of our Hydroponics demo from last year. Updated with a year's w…
- Public Devlog #13: Gold Milestone and Launch Window - 10 July 2023
Hello once again everyone, and welcome to this very special development update! Last update we outlined how the project had shaped up during Beta. This week we'll be talking about our final Milestone coming up in the next few months, the Gold Milestone. We'd also like to spend a bit of time talking about our plans for Marketing, and the final launch window for Project Regolith. So without further ado, let's get right down to it... The Gold Milestone As our final production milestone leading up to launch, our approach to Gold can be summed up broadly by the phrase "Get the game finished", but of course, there's a lot of work that's going to go into it, so let's talk details: Puzzles and Environments - It should come as no surprise that making sure all our environments are up-to-scratch in our main puzzle areas is a top priority for the team. While we mentioned last update that all our pu…
- Public Devlog #12: Beta Wrap Up - 26 June 2023
Hello, and welcome to our final steam update for the Beta milestone! In case you missed it, a couple of weeks ago we talked a bit about the sounds behind Outpost Rhea, showed off 'The Hydroponics Lab' track from the game's OST, and teased a new track, '"Routine" Maintenance' to be released once we reach 200 Twitter followers: Be sure to follow us on Twitter, if you haven't already, if you wanna hear the full track. Beta Progress The past couple of months of updates have been heavily focused on SFX, Music, and Voice Acting. With Gold milestone fast approaching, we figured it's long overdue to talk again about progress on the actual game. Back in early April, we discussed our Journey Into Beta, and outlined a series of goals: Major Puzzles connected by spaces that are sufficiently detailed and make reasonable in-universe sense to be there. Critical bugs are minimized to reduce programming…
- Public Devlog #11 - The Sounds of Project Regolith - 13 June 2023
Hello, hello! Welcome back to another Project Regolith backer update! Two weeks ago we finally announced our full voice cast for the game - An incredible and multinational cast, with talent from The US, The UK, Australia and even Kenya! The casting process took up a LOT of our time over the past month and a bit, and it also took up a pretty hefty portion of our last 5 Devlogs. So much space, in fact, that it almost feels weird to not have to update you all on our progress on it anymore... Buuuuut, we can stay on the same theme this week and talk a little bit about a semi-related topic: The Sounds of Outpost Rhea From the gentle hum of ventilation units, to the whirring of machinery down the hall, when you live in deep space you get used to the cacophony of synthetic, man-made sounds that rumble throughout your home. And even though the crew have vanished, plenty of their work remains...…
- Public Devlog #10 - VA Cast Announcement! - 29 May 2023
THE DAY IS FINALLY HERE! Hello once again everyone, welcome to this week's very special devlog! As you might've gleaned from our posts over the past two months, Conor and I have been going through the process of categorizing and listening to the auditions of over 300 Voice Actors who'd applied to help bring the crew of Outpost Rhea to life! Today, we're finally ready to share the results of this process, and announce the amazing people who'll help us tell the story of Project Regolith! -------------------- The Terra-Caelum Corporation encourages their space-borne crews to log their endeavors, and the station's Security team monitors communications closely to watch for signs of trouble amidst the crew, breaches of NDA, or even corporate espionage... As you explore the Outpost, you and your partner will find remnants of these logs and communications which will help you uncover the mystery…