Earth, 1976. You have been tasked with managing a deep-sea science facility working to perfect cloning. Explore the darkness and keep your crew alive in this hardcore survival colony builder. And beware. The darkness hides untold horrors.
[h1]Overseers, the time has come.[/h1]
[img]{STEAM_CLAN_IMAGE}/43221044/edf62f084792d432a70d5b6a871f1515e1eefd7f.gif[/img]
[h3]We're excited to announce that Surviving the Abyss 1.0 is set to launch on Tuesday November 5th! Including new narrative, missions, story, buildings and more.
This isn't the end of our journey, as we've planned a number of free updates following 1.0. Which we'll provide more information on in the following weeks!
Here's a look at some of the new features, enhancements and bugfixes you can expect in this milestone release with more still in the works:[/h3]
[h2]Biomes:[/h2]
[list]
[*] New end-game biome added
[*] New interactable biome props (late game/end game)
[*] Early game biomes - min distance from start extended
[*] New system for exploring and clearing a path within the endgame biome
[/list]
[h2]Buildings:[/h2]
[list]
[*] Defensive tower building added
[*] Munitions Factory building added
[*] Fixing selection issue with drill extractors
[*] Prevent any tunnels as appearing 'under construction' when selected
[/list]
[h2]Events:[/h2]
[list]
[*] Late game / End game narrative events added
[*] End game sequence added
[*] New emergent event chain following first clone death
[*] Fixing some event timings after exploring the Dark Glows
[*] Fixing an event with missing references
[*] Reworked Abandoned lab event chain
[*] Slowing down tutorial events so they overlap less
[*] Added new tutorial for crew management
[/list]
[img]{STEAM_CLAN_IMAGE}/43221044/e89cf7d27c89bd8c4879e14389212d6505515b60.gif[/img]
[h2]Achievements:[/h2]
[list]
[*] Setting up achievement triggers
[*] All achievements added to game and activated
[/list]
[h2]Save/Load Systems:[/h2]
[list]
[*] Fixes for multiple save/load issues
[*] Fixing event save/load bug
[*] Fixing Save/Load problem with Destroyed Lab event
[*] Don't display files without ".gd" file extension in save game list
[/list]
[h2]Building Placement:[/h2]
[list]
[*] Prevent flares blocking tunnels
[*] Fixing some issues when deleting outposts after an expedition
[*] Making oil status tag stay until an Oil Well is built
[/list]
[h2]Exploration/Expeditions:[/h2]
[list]
[*] Allow assigning higher tier roles to expeditions
[*] Fixes for Expedition Cost Calculation
[/list]
[h2]UI:[/h2]
[list]
[*] Adding screen to Cloning UI when no fauna captured
[*] Removing power grid letters from HUD until multiple grids have been created
[*] Adding multiple new tooltips
[*] Blocking raycasts from passing through Expedition window in sub command canvas
[*] Major updates to cloning lab UI for ease of use
[/list]
[h2]Map:[/h2]
[list]
[*] Adding shortcut for opening minimap
[*] Clicking on minimap focuses camera on position
[*] Small resources icons are displayed as smaller dots
[*] Small resources icons are disabled when zoomed out
[*] Adding a small version of resource map icons for when zoomed out
[*] Fixing map icons displaying incorrectly
[/list]
[h2]Tutorial:[/h2]
[list]
[*] Adding a new tutorial to the cloning screen, explaining all parts of the UI
[*] Updating tutorial screenshots / videos that are using out of date old UI
[/list]
[h2]Balancing:[/h2]
[list]
[*] Building costs rework
[*] Fixing biomass generator / farms depleting habitats in inconsistent ways
[*] Building tech tree costs balanced
[*] Removing increased coal cost of UV mode as it is now paid for with the increased electricity cost of UV modules
[*] Anomaly attack first instance now slightly randomized
[*] Crew quarters take 2 oxygen and power
[*] Research generated more slowly
[*] Removing Residential slots from Outposts
[*] Removing number on biome expeditions
[*] Turn on Emergency Mode when crew are suffocating
[*] Resource gathering rates tweaked (some reduced, some increased)
[*] Making Points of Interest more lucrative (lowering requirements and making them less dangerous)
[*] New Tech Tree unlock as reward from PoI event, makes mining drones carry more
[*] Increased reached destination range on submarines to prevent them getting stuck
[*] Making early genomes slightly stronger
[*] Recreation buildings now provide recreation to any number of crew within range (previous limit was 8 crew)
[*] Common fauna is now automatically stable, event without a stabilizer
[/list]
[h2]Anomaly:[/h2]
[list]
[*] Making sure Anomaly attacks all have sufficient feedback
[*] Improved Anomaly staging and attack rules
[*] The 'Under Attack' icon now takes you to the building when clicked
[*] Adding new events when the anomaly attacks for the first time
[*] Adding new system for delivering Anomalous samples to the abandoned lab
[/list]
[h2]Misc:[/h2]
[list]
[*] Fixing some event triggers missing from event manager
[*] Fix mining relays and resource lens highlight fighting and leaving highlight permanently enabled
[*] Cancel object placement when entering a full screen menu
[*] Adjusting height value on a number of buildings so the wireframe shader fills correctly.
[/list]
[h3]With Surviving the Abyss 1.0 almost here, we wanted to thank you for your support so far! We hope you’re ready to dive into the depths with us, on the 5th of November.[/h3]