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Now Available in Early Access!

{ Status }

The game is NOW available in Early Access!

We hope you have a blast & let us know what you think! We'll be updating regularly during Early Access with new content, features, fixes and improvements. We're really looking forward to people playing the game and to seeing people experience all the work we've put in :]

We also want to say that we're very grateful to those of you who have been following along, whether you've been talking with us in discord, commenting on steam or vigilantly lurking - we see you and we appreciate your support. We're a tiny team, we love what we're making and we're putting everything we have into it so we really appreciate you.

Despite this being a release, we love changelogs so here are the changes for this most recent update and release.

{ Changelog }

- add the first early access only area, "Neighborhood Water"
- add completion feedback popups for 100%ing and core objective completing
- add volume sliders to options
- make options (graphics, sound, bindings etc) save per system and independent of save slots
- fix powerpack so that it has a cool laser and shows up on your back correctly (only when entering a level with no powered telepads)
- add a lot of character images and dialog
- improve performance of some ways we are accessing our game data, removing frame drops and/or jumps in certain scenarios by two orders of magnitude
- add initial visual representations of drive shafts
- fix progress and completion counting to only reflect areas currently available in early access (this makes it so your progress in the pause menu reflects the % of CURRENTLY available content you've done. so checking back after an update, this progress will drop again to show you how much more there is to do)
- fix to how we control the context interaction selector (no more talking to people from farther away than is possible :] )
- driver's food/nutrition level will always set to 50% if it is below that when you fully reprint the driver, keeping food only a dire need when performing LONG tasks that require no reprinting
- food and starvation indicator stays on screen when you're in any starvation state that might cause fainting or movement/consciousness effects to the driver
- drill part extraction fixed (and resetting of certain key objects on reprinting works correctly now, including on the machine seekers until you disable them)
- visual moving indicator on map for areas you haven't ever entered, helping guide toward new content (should help getting your bearings again during the process of early access as areas are being added)
- map shown after new and continued games have a quiet radio off to the side
- trees and bushes correctly saving their positions and state so they forever stay altered from your trails
- axles bend based on the axles total health % with more severe bending when they're heavily damaged already + impact intensity still players a role in the amount of bend
- add an area validator tool for us to better check and make sure everything is as it should be before we upload a build (this is very important because we're our own testers)
- terrain and plant data has better version control so we can wipe progress on them easily if we make significant updates to an area during early access, though we'll try to avoid doing this
- construction objectives now hide correctly so that if they're represented more specifically as another objective, they won't show up anymore as a construction objective (ex: "building the bridge" as an objective won't also show up as "0 of 1 constructions built")
- scannable vehicle parts in an area now have a unique icon to show their location
- fix map zooming when scrolling in the pause menu, however we are aware this accidently made it so the map doesnt zoom when you're mousing over an icon...
- add debug controls for hiding all hud elements for nicer screenshots (this may become something a player can do in options too)
- updates to sector map art to give it a little more detail
- bring down the brightness of supply spawner lights when you're selecting and placing supplies into your vehicle
- fix a small error with some wires that would cause some weird behavior when they got power through them
- a fix to supply spawners that made them activate right away when you continue your game (looked like randomly zooming the camera when you first spawn)
- improve collisions on certain rocks that needed it
- hide the time trial hud automatically again after a time trial is successfully completed

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Thanks for reading! Next up is listening, improving, expanding. >:]

Build and release context

Recorded Steam release date:

Within one calendar day of this post (UTC). The listed date does not establish an exact launch time.