Determinant

Coming soon

Khor Chin Heong

Planned release
2026
Platforms
Last updated
Wishlist on SteamAdd it on the Steam store page. Opens in a new tab.

Updates & announcements

20 posts
  1. Developer post

    Devlog 57: Advanced wave physics

    I've made some improvements to the beaches with the waves now applying buoyancy and wetness effects. Waves actually apply forces on objects, so in addition to floating and rolling around, they will eventually wash up on the beach. Wind affects the wave size and turbulence too. Ob

  2. Developer post

    Devlog 56: Realistic beach waves

    I've made some improvements to the water shader for more realistic looking waves. Simulated turbidity from crashing waves and muddy river banks. Foam collision with beach rocks and more minor tweaks. Take a cool dip to escape from the summer heatwave! There are 16km of beaches wi

  3. Developer post

    Devlog 55: Underwater exploration

    I've started adding underwater structures and ruins to my game. There will be places to explore and gather resources underwater, but most of the gameplay will take place on land. You can build your base underwater, but currently the mechanics are admittedly very simplistic with n

  4. Developer post

    Devlog 54: Pretty lit mountainside base powered by solar batteries

    Added batteries to store solar power. We can now power our base at night. They come in small, medium and large capacities at 2, 10 and 50 kWh respectively. More than sufficient to light up the base for the whole night. Also added 3000K spotlights for that cosy warm white ambience

  5. Developer post

    Devlog 53: Solar power and cable management

    Added a functional electrical system with freely connectable cables. Power will still work in whatever topology, you can daisy chain, create loops or even create a big spaghetti mess. Solar panels generate power depending on the sun angle and also shadowing. At higher latitudes y

  6. Developer post

    Devlog 52: Smelting Ingots

    After mining ores, now we need to smelt them into usable ingots. To do this, create charcoal by burning wood. Dump the charcoal and ores into the furnace and it auto ignites. Currently the ratio is 2 ores : 1 charcoal but may be changed in the future. After waiting a short while,

  7. Developer post

    Devlog 51: Pickaxe & Mining

    Mining with my trusty pickaxe! Ore deposits with dynamic rock shattering physics. You can find ore deposits all around and mine them to get ores. Shatter physics makes mining more satisfying! Right now there is only a pickaxe, but more mining tools will be added in the future.

  8. Developer post

    Devlog 50: Assault Rifle

    More firepower for shooting stuff up! Fully automatic rifle with 30 round magazine. Increased power, accuracy and stability compared to the handgun. Firing it really requires both hands. You can use it one-handed, but the recoil is crazy and causes inaccurate shots.

  9. Developer post

    Devlog 49: Handgun and bullet holes

    I finally added guns after so many years! Being a survival game, shooting stuff isn't really the focus but it sure adds lots of fun to it. Resources are scarce and you will need to spend a lot of effort crafting it, so you can't just go around shooting everything. Also had to imp

  10. Developer post

    Devlog 48: Solar still

    A solar still distills water using sunlight, desalinating and purifying it in the process. This is an actual real-world survival gear and commonly equipped on life rafts. The process is slow, often taking an entire day just for a bottle of water.

  11. Developer post

    Devlog 47: Bottle of water

    Realistic wobbles and sloshes for maximum hydration! The water is a lie. There is actually no water in the bottle. It's all drawn in the shader using the bottle mesh only. The splashes and all are also fake. Mass and center of gravity are dynamically calculated based on the amoun

  12. Developer post

    Devlog 46: Ancient Ruins

    Destroyed buildings that you can explore. These are the last remnants of human civilization when it was destroyed 1000 years ago. Scavenge for resources like metals, plastics, oil, tools and weapons. To ensure humanity's survival, YOU need to survive! These buildings are crafted

  13. Developer post

    Determinant Trailer 2024

    I've updated the trailer to reflect all the latest content and features. This Youtube video supports HDR, best experienced on a HDR TV, monitor or your iPhone. The previous trailer was made in 2022, and since then the game has grown by leaps and bounds in terms of graphics, conte

  14. Developer post

    Devlog 45: Snow

    The temperate biome turns into a winter wonderland at higher altitudes! I added snow features into my vegetation shader. It's just a simple layering of a snow texture on top. Trees, rocks and some objects all get a nice and soft fluffy topping. The amount of snow is adjustable so

  15. Developer post

    Devlog 44: Temperate Vegetation

    New temperate biome has been added for higher altitude areas. The weather's getting chillier! This biome contains coniferous trees, mountain grass, clovers and shrubs. The vegetation is also less dense, a stark contrast to the lush tropical rainforest at lower altitudes. There wi

  16. Developer post

    Devlog 43: Occlusion Culling

    Implemented occlusion culling for vegetation. This is behind the scenes stuff that the player will never see, which is the entire purpose of it. A lot of the vegetation was being rendered even though they may be obscured by terrain. By precalculating the occlusion, all these rend

  17. Developer post

    Devlog 42: Containers and Crafting

    Now you can craft cloth sacks out of plant fiber you harvest from chopping down plants. You now have a crafting bench you can spawn anytime to craft small items. Even comes with nifty drawers to keep stuff in. Sacks and other containers help you keep things organised. You can dir

  18. Developer post

    Devlog 41: Cats

    I added in cats. They are very naughty and will run and jump everywhere. The jumping detection logic took some time to code. Cats can both jump up and down a reasonable height. However they still may screw up and lose balance or get stuck. Just like real cats! Cats can be picked

  19. Developer post

    Devlog 40: Wolf

    I've added in predator AI logic along with a wolf. Wolf will attack the player as well as deer. And they are good climbers too, so don't expect to climb up a slope to escape. Animals have active ragdoll physics and can lose balance on steep slopes. Sometimes you can push them ove

  20. Developer post

    Devlog 39: A Fishy Situation

    Added in a lot of new fishes, both freshwater and saltwater. There are 16 different species so far, Nemo and Dory included! Other coral fish include angelfish, saddlefish, yellow and sailfin tangs, all commonly kept as aquarium fishes. Freshwater fishes can be found in rivers and