Patch notes alpha 0.36
Additions - experimental ice biome - AI generated voiceovers are now toggleable Bugfixes - game crashed when there were more than 128 enemies displayed by on the radar screen
Developer posts and news about this game.

Additions - experimental ice biome - AI generated voiceovers are now toggleable Bugfixes - game crashed when there were more than 128 enemies displayed by on the radar screen

Additions - redium manual tower: fire volley (!) - option to enable/disable voltite buildings when there is not enough power - theta-7 message explaining the mid boss needs to be marked to be shot at - rotate button gets highlighted when a rotatable building is selected - destroy

Additions - ammo factory building to supply redium towers with special ammo - crowssbow/minethrower/minigun do alternative more powerful attacks when supplied with special ammo - redium radar, shows colored dots to identify enemy types - post encounter screen shows used/received

Changes - message box is paused when game is paused - removed unfinished/unneeded info on the bottom right of post zone screen - starter alien is less likely to be in end game zones Bugfixes - achievement notification did show the unachieved achievement icon - message box closed

This might break your save files. Additions - basic achievement system - option to advance daytime on the planet by paying prestige points - confirmation popup when starting a new session while having another session active already - player is restricted to the world map until en

Additions - detailed attribute lists for all buildings in techtree & buildmenu - when last kit was lost, there is now an option to buy one if enough prestige is owned - hints to guide new players to the tech tree after first zone won Changes - alien plant now has a limited li

Additions - experimental healthbars for enemies - "no drills" warning when placing smelters not adjecent to any drill - ALT + ENTER to toggle fullscreen Changes - starter alien has less health (90 -> 40) but spawns in higher quantity (double) - enemy spawn warning animation is

Additions - option to limit the framerate - more (all?) keybinds are now shown in the controls menu - daytime icons - warning if going into a zone with the last mining kit owned Changes: - enemie's first appearence rebalanced (sooner) - fast forward game speed is now faster (3x -

Additions - old mid boss is now a regular enemy in very late game plains/infested zones - music playing is now based on the biome - animated markers for first zone / new visible zones - animated markers for lanes in which an enemy spawns for the first time - slightly prettier mot

Hotfix - crash on eater aliens getting near alien structures

Additions - new mid boss (replaces the old one) (!) - new enemy in all late game land zones: "eater/spitter" (!) - new shuttle module: turret (!) - new shuttle module: cargo (!) - new shuttle module: power (!) - basic difficulty system (affects enemy count only atm) - while in a

Additions - voltite manual tower: orb launcher (!) - shuttle module: repair drone (!) - goals system to earn prestige points (!) - prestige shop to buy mining kits (and more later) on bridge - ocean biome graphics overhaul - world map: quest info boxes when hovering/clicking zone

Additions - minigun tower (!) - voltite orbital cannon - basic quest system and first quest (triggers after 4 zones are won) - floating numbers+icons indicate when and what gets produced by drills and smelters - last won zone and new visible zones are now highlighted on the world

Additions - orbital cannons (only iron cannons are working atm) - ship AI VO (for now AI generated, will hopefully get replaced later) - better play field border marking - material icons in build menu category buttons - trees now have their own gib sprites and break sound - build

Additions - infested biome (!) - coast biomes (!) - minethrower tower (!) - time control ui (always available, ditched the time manipulator building) - post-nuke mountain/infested tileset - die SFX for fish, egglayer, alien1, squid - attack SFX for fish - mining module visible on

Additions - crossbow tower (!) - material3 mining kit - smoke on buildings indicate low health (<20%) - shuttle shoots flares at the beginning of a zone fight at night - build menu now initially shows the category the selected mining kit's buildings are in - keyboard shortcuts

Additions - better shuttle landing cutscene (thruster sprites, thruster lights, ground dust) - shuttle take off cutscene after zone lost (including nuke explosion) - better explosions (new sprites, lights, water waves, decals, sounds) - build menu: alternative keyboard shortcuts

Additions - post-nuke level generation - basic alien has slightly less health, but sometimes brings a little cute buddy for you to shoot straight in its face - alien emissive map (eyes glowing in the dark!) - light sources on the shuttle - material icons on tech tree category but

Additions - option to start mid game to test late game things faster/easier - build menu: explanation why a building can't be built - build menu: warning if a drill is being built where no ores are - destroy mode now shows which and how many materials will get refunded - voltite

Hotfix Some shaders were not compatible with hardware not supporting pre OpenGL 3.0.