Deconstruction Time

Surviving Ceres

Explore a handcrafted survival game with an emphasis on crafting and base building. Export manufactured goods to earn funding, manage colonists, defend against hostile aliens, and work towards terraforming Ceres from a frozen ball of ice to a tropical paradise.

[i]There are several early game aspects currently being developed for the demo/game, but I wanted to put some of the larger aspects on hold and get this update out ASAP. This update has a couple of small fixes, tweaks, and the major addition of the deconstruction tool to the game.[/i] [h2]Added An Oxygen Recipe[/h2] I added a craftable oxygen bottle to the "Basic Liquid Processor". I didn't want to make this a valid option for keeping up your oxygen in the early game. I want you to work towards oxygen for your base and ideally, your colony in the mid-game. However, I have a few explorable caves coming soon and these will be meant for the early game while oxygen is still a factor, and crafting oxygen bottles will assist with that exploration. I made them require an iron frame and ice. The iron frame ensures you are fairly established in your crafting. [h2]VR Headset Firing Up[/h2] I have removed an existing but not used input that had VR controls. This was causing players' VR headsets to fire up when the game had no VR involved. I don't have a headset and had not noticed this, but thankfully some of our players have reported this issue to be fixed. It now has been. [h2]Screens Not Just For Looking At[/h2] All the craftable screens display information regarding many aspects of the game. These are now not just for looking at as they will give you access to their specific menus. Ie. the rocket screen displaying rocket locations and travel times can now be used to open the rocket management menu. The mission control display can now be used to open the mission control menu etc.. [h2]Early Coal[/h2] I have unlocked coal by default. I want to ensure that you can reach exporting even if you were to blow all your funding on overpriced M.R.Es. To that effect I have unlocked coal, it is now available as soon as you make a "Basic Grinder". [h2]Deconstruction[/h2] I have completed and added the deconstruction tool. Which was by no means an easy feat due to the complexity involved in snapping buildings, checks for inside and outside for oxygen, as well as countless other aspects that could break the game if done wrong. That being said, I believe the tool is working very well and ideally no major issues exist. You can now remove any free-standing machines, power generators, ramps, drills, and anything placed independently. You can also remove all structures provided you are working from an end snapping point backward towards a HUB. The HUB is always the first thing you can build, and it is the last thing you can pick up if you are going for a full relocation of your base. You can remove any endpoint structure, and continue to work backward from there. Additional HUBs can be removed while snapped to something as well if more than 1 HUB exists and is the endpoint for a direction. I added this tool to the "Basic Tool And Power Constructor" for only 50 Iron Ore. This ensures you can reach it very early, even before your base has power. This way players should not brick a save by having no snap points left, building in a bad spot that has no room, or potentially putting a solar panel in the way of the next structure (Looking at you Digi). [h2]What's Next[/h2] In the next big patch, I will be redesigning the starting area using a few great suggestions from the community on how to better drive the player towards the correct flat plateau area. This will include raising the starting rocket, so the flat area will be visible from the starting point. I also have a few caves planned to add to the exploration side as well as provide some story arc information and precursor events. I am also working on adding some non-violent aliens to bring the area to life. The turret defense side will begin in the late game after terraforming has begun, but I want to bring some life to the world which will further increase the value of exploration and atmosphere of the game. Thank you to everyone who has been playing the early demo, and giving me amazing feedback and ideas. I might be a solo developer, but getting the game into players' hands early and having an amazing community means I am never truly alone. I hope you continue to support this game's development with your time and effort. I have so many things planned, and I will not let you down nor take that support for granted. Thank you.