Experimental Build v0.5.602

Osiris: New Dawn

Osiris: New Dawn is an unforgiving near future space survival game with a cinematic feel and elements of horror. Play as a Mission Specialist in single or multiplayer to build your planetary base, pilotable vehicles, and controllable drones as you explore a dangerous solar system far from Earth.

[i]*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes typically upgrade to the primary branch monthly.[/i] [img]{STEAM_CLAN_IMAGE}/26301716/3f8c086eb06bb080184c088552259cbc016db76d.png[/img] Great news everyone! You can now play the entire Osiris: New Dawn story mode from beginning to end! [h2]Complete Missions[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/524a121367ec4ddecd6e290f8b668e8334a1936f.jpg[/img] Expanding on the missions from last round we have added the remaining missions to the Story Mode. This mode takes you on a solo adventure to discover the mysteries of the Phoenix Team and your attempt to rescue Mission Specialist Dawkins. Along the way you will fight for survival that will take you across the world, deep underground, and into space. [h2]Story Mode Repair Design Pass[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/3d334b7a52e5942a3fed0708dc3e62e123a48afa.jpg[/img] [img]{STEAM_CLAN_IMAGE}/26301716/40b4739512516b0ea53036406f29171d2e52f809.jpg[/img] All repairables in the Story Mode have now been properly set and designed based on progression, mineral hardness, Cyptex availability, and numerous other factors to ensure a smooth and realistic experience. [h2]Phoenix Team Voice Logs[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/9ebb03f1e6a864835f89754d4a0a09b8fb2d9f99.jpg[/img] Find clues and logs of Phoenix Team members spread across the world as you search for the survivors. These clues will be vital for your own survival. [h2]Cryptex Blueprints in Story Mode[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/cd814aff15313d43c5d58137925ff8c899dd5bdc.jpg[/img] We resurrected an idea we had years ago and finally added it to the game in a meaningful way. Cyptex disks can be found throughout the world and can unlock build recipes for a variety of items. We feel this greatly improves the progression and rewards exploration. [h2]Populated Mines and Caves[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/a909dbbbb258d88eefac1a704f945d113cdea692.jpg[/img] [img]{STEAM_CLAN_IMAGE}/26301716/574623079f390fc090a921be9973d341370414d7.jpg[/img] [img]{STEAM_CLAN_IMAGE}/26301716/e71e68fc1404e63b378fc730abdb2021615723d4.jpg[/img] Lots of work went into a proper design pass of the underground areas. In addition to filling these areas with scenery and loot, we also brought back one of our most popular legacy mines. Doors have also been added, and keys now matter. [h2]Structure Pressure Matters Now[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/358ae9382a2890d7281126623b21f974d408d058.jpg[/img] [img]{STEAM_CLAN_IMAGE}/26301716/69cb1284044cacbe0c9420ac836a1ae476fe17b7.jpg[/img] Airlocks are now “intelligent” in that they will sense if a connected structure is not secure. Therefore, as in any pressure tight environment, all structures must be fully built and sealed prior to Airlock Pressurization. In our own testing, we found this further creates quite a “cozy” feeling when in a large base. The elements can rage on outside, but you are dry and safe in your base. [img]{STEAM_CLAN_IMAGE}/26301716/73815551592df387c645217d9790713db7545e44.jpg[/img] We also cleaned up the couplers - they no longer sound glitch when walking through them. [h2]Base Power System and Lighting[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/8a701551a795ea2e395760b96740cb987490d011.jpg[/img] [img]{STEAM_CLAN_IMAGE}/26301716/02d382a1f29c4aab12c31ccc679a22e0640cdc7d.jpg[/img] Bases now are lit by the power they receive. Therefore, you can power your base and the lights inside will turn on, eliminating the lighting triggers that set lighting previously. This means that when you leave your base at night your base is still lit up, giving the feeling of a safe place to return to while also indicating the condition of your base’s power distribution. [img]{STEAM_CLAN_IMAGE}/26301716/38cae73c374af1187bfe26ce1c90fe7c589a34d7.jpg[/img] Furniture, Appliances, and other equipment in your base may also need power to function, which is now a thing. In order to cook food, use your computer, or run your Water Distributor you will need to properly power the structure that contains this equipment. [h2Power Distributor Now Saves Connections[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/eb6af04e6b61728478081a9306d68760a2d7f10f.jpg[/img] Your set up of power is now persistent, and we also fixed a few other edge cases we found with working on this system. Oh, and the Power Distributor can now hold 1000 units of power instead of 100. [h2]Completing Missions Out Of Order[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/90301ae8460cd75be5de794856822607ab970c48.jpg[/img] One of the trickiest things, and was most of the feedback coming out of the last Experimental Build, was the issue of having to complete a mission twice if done out of order. For instance, if a player fixed all the Solar Panels, then later received the “Fix Solar Panel” mission, it would stop progression since there are no more Solar Panels to be fixed! So we explored some options. [img]{STEAM_CLAN_IMAGE}/26301716/aa389bf425103daa3d65ba58a461edad303420e9.jpg[/img] Ultimately, the best way to solve this is proper mission structure that coincides with crafting progression - you simply can’t repair that object until the time comes. This worked for some cases, but we couldn’t cleanly do this for all. [img]{STEAM_CLAN_IMAGE}/26301716/0220682d786d365a80afeee418eab9d93761bc79.jpg[/img] So in addition to tackling this from the design side we also set up intelligent action sniffing - a way to determine if you’ve already accomplished something prior to being tasked to do it through a mission. This was a lot of work, but we thought it was worth it, and the end result creates a smooth, uninterrupted experience. [h2]Known Issues and To Do’s[/h2] From here on out, we’ll be listing what is left to do and what we know still needs to be addressed. This will hopefully minimize the feedback loop and let you know what is coming and what may need fixing: [list] [*] Underground loot boxes currently do not save. DO NOT PUT ANYTHING IN THESE CRATES, as you will lose that data. We’ll be adding a way to make these crates persistent in the next round. [*] Creature AI and animation [*] Weapon polish [*] Final text throughout and localization [/list] [h2]Change List[/h2] Added - Power System Saving Added - Complete Mission Set for Story Mode Added - Over 20 voice logs Added - Dawkins/Fox Banter Added - Comms Link Puzzle Added - Mission Support to advance missions completed out of order Added - End Game Cinematic and credits Added - Airlock intelligence Added - Pressure System to Structures Added - Underground Design Pass Added - Coupler collision system based on pressure Added - improved Airlock UI, sound and FX Added - “Off” versions of all structures, utilities and furniture Added - Improved interaction with all Furniture Added - Art pass to Chemistry Station Added - Art pass to Computer Desk Added - Improved UI for Computer Decrypting Added - Event for decrypting a disk Added - Right click menu for Voice Logs Added - Improved Sound and Interactions for Space Station crafting Added - Furniture items now light up when powered Added - Repair Design pass Changed - Improved Spacewalk movement Changed - improved audio setting while in space Changed - Improved lighting while in space Changed - Set less player voice sounds in Space Changed - Station name for “Osiris” to “New Dawn” in opening cinematic Changed - Story beats in opening cinematic to correspond to final story Fixed - Spaceship take off and exit sounds Fixed - Mecha Crab textures Fixed - Labs and other Structures are now easier to build Fixed - You are now able to leave the Space Station Cockpit Fixed - IK when leaving cockpits in space Fixed - Weapon holding when leaving a cockpit in space This build is a special one for me. I feel it successfully incorporates so many of the numerous features we’ve built over the years and uses them in a way that drives a narrative in an open world genre. Moving on, we’ll be putting this build on the Main Branch after some dust settles. Then, we’re onto our final build for Early Access release. This final push will be focused on creatures, weapons, and any other touch needed prior to release. In the meantime be sure to join our [url=https://discord.gg/EnnrtSk]Official Discord Server [/url]. -Brian [img]{STEAM_CLAN_IMAGE}/26301716/f5bd5db4c71562c7989739e9485c24b747df32a1.jpg[/img] I honestly think this quote every time I sit down to the computer to work: [i]“Do or do not. There is no try.” - Yoda[/i]