Glow Up Part 2

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.

Greetings Pilgrims; This is the next update in a series of updates related to visuals, VFX, SFX, and general polish. The following aspects have been overhauled; - New colonist models. We now have cool little stylized colonists with models for both males and females with multiple variations of heads, facial hair (for men), and hairstyles. As each colonist is generated a head, face, and hair options are selected and a profile picture representing that colonist can be found in the colony management HUD. Each colonist arrives in a space suit with a helmet and backpack. When they find a bed they will place their helmets and backpacks into storage and reveal their actual faces. I have also added the ability to customize the uniform for your colonists from the colony management HUD with your chosen colors. - Expedition One has had its map overhauled and designed into a better space to battle alien bugs. The bosses now also explode through a wall and bust into the map when spawned. Expeditions two and three will be overhauled in the next update. - Added bushes and grass clumps that begin to spawn after passing 75% terraforming progress. - Added Butterfly and fireflies to the map that begin to spawn after passing 80% terraforming progress. - Added a variety of tree models around the map that start to spawn and grow into full trees after passing 85% terraforming progress. - Added fish to the lake that forms. These begin to appear after passing the 95% terraforming mark. I will also be adding flocks of birds to this terraforming event in the future. All the terraforming event visuals that begin to appear are set up to not spawn if the player has built any structures in their vicinity. I can't know where players will make their base, or how large a base players will create. So, I have covered the map with trees, bushes, and bugs. If any building is in range they simply won't spawn there. These items such as trees and grass also do not block future buildings you may place. If you spawn a building that intersects with any map visuals they will be removed on construction. I have put a fair amount of vegetation and bugs around the map, but there is room to increase their density. I don't want to run into performance issues, but when we get to the stage where performance is being overhauled and monitored, if there are no issues I will increase the density of trees, bushes, and bug spawns.