Exodus Borealis

Smug Marmot Studios

Released
Nov 18, 2021
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Patch Notes - Version 6.7

    Finally! Exodus Borealis's largest non native English speaking playerbase can now play in their native tongue. Thanks to Wernke zur Borg, Exodus Borealis is now available in German! Reworked animations that had issues with lower level of detail, causing invaders to have visual gl

  2. Developer post

    Patch Notes - Version 6.6

    Improved lighting model. Illuminated windows will now cast light on nearby objects. Citizen lanterns and gems on towers will project more light, illuminating nearby objects. At nighttime, areas are darker when away from lights. If you prefer brighter lighting at night, the bright

  3. Developer post

    Patch Notes - Version 6.5

    Exodus Borealis has now been translated to Korean! Buildings that internally store output were stopping production if they were full based on all the input resources and produced resources, not factoring in if using input resources would free up enough room for output resources.

  4. Developer post

    Patch Notes - Version 6.4

    Fixed a bug that could cause resources to be lost when removing from a storage being tore down, and the destination to place those not being able to fit the whole of what was pulled out by a single fox. A few minor fixes and performance improvements.

  5. Developer post

    Patch Notes - Version 6.3

    Fixed bug on Kuro island. When loading a game, any paths or gates right next to obstacles would not have their pathing applied, meaning invaders could go through gates or paths wouldn't speed up. A few minor fixes and performance improvements.

  6. Developer post

    Patch Notes - Version 6.2

    A small subset of players were randomly having the game hang during invader attacks. The underlying issue is a Unity issue that has not yet been resolved. Changes were made to make it extremely unlikely (hopefully impossible) for that issue to be triggered. Much thanks to Natirs

  7. Developer post

    Patch Notes - Version 6.1

    A new attempt at releasing the big 6.0 patch. There was a sizable bug in the new Unity 2021 release that was causing ~10% of the player base to crash after 5-10 minutes. After a full week of work trying to track down the issue, this is has finally been corrected! A huge thanks to

  8. Developer post

    Patch Notes - Version 6.0

    New lightning model. Previously, for performance, only a limited number of lights can be active on the screen at once. This would result in lights being toggled on and off and was particularly noticeable in mazes with a lot of gems or with a lot of citizens walking around with la

  9. Developer post

    Patch Notes - Version 5.9

    Eu não acredito! Exodus Borealis is now in Brazilian Portuguese! Update to steam integration. If originally the game started up with steam running, and steam was closed during gameplay, it would crash when attempting to update achievements/stats, this is now fixed. The "zoom" key

  10. Developer post

    Patch Notes - 5.8 (repatched)

    This is a corrected version of patch 5.8. It had introduced a bug when upgrading walls to blast towers. As this bug was discovered right as I was going on vacation, i rolled back the patch. This is now that patch with that issue resolved. Fixed bug where if in the middle of a dir

  11. Developer post

    Patch Notes - b.5.8

    Fixed bug where if in the middle of a directional tower upgrade/downgrade and an attack is starts, it would deselect leaving the tower in a 1/2 upgraded state. Piku Island (The new 7th island) had a few rather interesting traversable routes on the side of some of the steep slopes

  12. Developer post

    Patch Notes - b.5.7

    New island added: Piku Island - The path from the gate spirals down the tall volcano peak. With colder temperatures and a layout that circles the peak, this island should present a challenge! Unlocked after beating the first 4 islands. Added new setting to hide environment flower

  13. Developer post

    Patch Notes - b.5.6

    Added Dutch and Russian translations to the game! My sincere gratitude to the player base for volunteering these translations: Dutch by Stefan Kroon and Russian by Quotermain & Sergei Serov. Amazing work! If you are interested in seeing the game in your native language and wo

  14. Developer post

    Patch Notes - b.5.5

    Fixed a memory leak issue. This memory leak was quite impactful when using the mass update tool. Upgraded anti aliasing method from Fast Approximate to Subpixel Morphological. This is only very slightly less performant than the existing anti aliasing method. This should address s

  15. Developer post
  16. Developer post

    Patch Notes - 5.3

    Happy launch day, my sincere thanks to all the Early Access players who provided feedback! Fixed bug where pausing during an attack could cause invaders to get stuck. Updated so buildings destroyed the first few years won't kill their inhabitants, when slight population fluctuati

  17. Developer post

    Patch Notes - 5.2

    Performance tweaks that should reduce/stop the slight degradation over multi-hour gameplay. Several other small tweaks and fixes

  18. Developer post

    Patch Notes - 5.1

    Updates to invader pathfinding. There was an issue for a small subset of people where invaders would sometimes get stuck at the entrance, resulting in them enraging at sunrise. There is redone invader spawning system and improved invader pathfinding + anti stuck logic in place th

  19. Developer post

    Patch Notes - b.5.0

    Completely rewritten game loading logic. Game will load faster, take up less memory, and run better on low end systems. Overall game size has been reduced by 25%. Pre-loading is done in the background while sitting on the title screen. This is a large and complex rewrite that aff

  20. Developer post

    Patch Notes - b.4.6

    Foxes now have tails! Improved resource delivery planning logic. Now at high levels (2000+) up to 3 unique invader types can attack. All difficulty levels except hard will start with one more age 0 child. Added "mass update tool" indicators to buildings to make more clear what bu