Hi SpaceTravellers
I have been lurking twitch this time around to contact streamers to move the game a bit providing closed beta keys. This has been really useful to gather loads of feedback and squashing some nasty bugs. Also some motivation with how many youtubers got excited about the game and played for long repeated sessions like
@studioarqin great youtuber from colombia!
Or Imadeeonline_ with three long videos
As well as other great twitchers that wanted to play the closed beta
Added
New procedural mountains system integrated into world generation
Loading screens added for entering/exiting caves
Waypoints now show in space when picking up side quests; X markers appear on both the map and target planet once reached
"Days left" count displayed directly on the quest indicator, plus an X indicator where NPCs will reward quests
Error sounds play when attempting to buy items while inventory is full
Specific sound effects for selecting shop items and applying implants
New dog sounds implemented
Sound mixer support added for the "Days Passed" audio
Inventory tablet, quest expiry, and leveling-up sounds added
Monolith loading translations initiated
Ship maps now display shorter versions of active story objectives (UI update)
Tutorial key hints updated to match in-game actions; new "Enter" tutorial integration completed
New "foam" secondary tiles added for water surfaces
Fixed
Quests: Fixed a bug returning players to the wrong NPC location after quest completion.
Colliders & Physics: Adjusted colliders on tall house exteriors and inside caves to prevent players from getting stuck or clipping through surfaces; disabled enemies entering houses unless intended (added rigidbody logic for light rays that were pushing player out).
Pathfinding & AI: Rescanned pathfinding algorithm when trees were too close; fixed ants staying alive after death animations; reduced hoverbike escape chances by allowing more visibility on enemies.
Ships & Vehicles: Fixed ship map indicators accidentally rendering as houses; players no longer take damage from their own lasers or fire projectiles after death; hoverbikes now keep position across planet exits to ensure consistent returns home, and prevent player movement when driving into water.
Loot & Economy: Fixed tents giving random loot to the player upon enemy kills (and reduced animals' drop probabilities); fixed quests staying permanently active on inventory pad due to a bad index tracking system; removed old legacy UI buttons causing bugs when buying/selling items in shops and freighters.
Visuals & UI: Fixed X indicator rendering issues after completing objectives, and sprite tutorial readability for gamepads by swapping to an aiming diagram fix instead; reduced laser sizes slightly; fixed sorting layers so placed objects show their proper layer inside buildings (no longer stacked over walls).
Map & World Consistency: Lined up disconnected city roads at corners where tiny props caused visual artifacts, and made sure palm trees spawn above rather than under other assets.
Dialogue & Tutorial Flow: Stopped hoverbike key prompts from overlapping quest indicators during tutorials; fixed an issue where dialogues advanced twice in certain contexts when skipping dialogue boxes too quickly.
Changed
Expanded quest UI size on ship maps so more details are visible at a glance without zooming in
Shirtless pirates now only fire one bullet per attack animation (no longer over-dominating screen space with projectiles)
Enemy types rebalanced by planet difficulty tiers to provide better progression
Hoverbikes found during exploration will automatically store when entering caves so players don't lose them mid-dungeon; reduced default freighter health slightly across the board.
Thank you for reading until here!
Travel safe
Jejo