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high rated
Changelog for Update 0.3.2 (added 03 June 2020) from Steam

Galaxy updated (03 June 2020)
Offline-Installer updated (05 June 2020)
Ahoy drifters!

We're pleased to announce that we have another update ready for you all. This update reworks our little friends, the seagulls!

Starting this update seagulls aren't an alternative drifter anymore. Instead they now are little helpers that will collect resources for you, if you decide to take care of them.
Freeing them from the landmarks on which they are in distress will have them join your community. Building a Birdhouse and filling it with raw fish will motivate them to automatically collect flotsam for you, freeing up your drifters for other tasks.

Enjoy the new update!

Change Notes

General

- Added construction:
* Birdhouse: A hub for your seagulls.
- Camera locking now works for objects not on sea-level.

Gameplay

- Reworked seagulls:
* Seagulls have no quirks anymore.
* Seagulls can't haul anymore.
* Seagulls now live in the birdhouse.
* Seagulls living in a birdhouse salvage flotsam automatically (when fed).
* Seagulls only eat bird food (made from fish delivered in the birdhouse).
* Seagulls will leave if they haven't been fed in a while.
* Seagulls can be set free now.

- Birdhouse:
* Gives you an overview of the seagulls living there.
* Allows you to house and feed seagulls.
* Allows you to indicate which resources your seagulls should salvage.

- Added 2 new landmarks where you can rescue seagulls.
- Added "Animal Care" assignment.

Balancing

- Incremented fish school size from 10 to 15.

Visuals

- Updated animations for seagulls.

Audio

- Added selection sound for Birdhouse.
- Added item drop sound for seagulls.
- Added eating sound for seagulls.
- Added hungry alert sound for seagulls.
- Added sleeping sound for seagulls.
- Added sound for trapped seagulls.
- Added wing flap sounds for seagulls.

UI

- Updated survival guide pages.
- Added survival guide page for seagulls.
- Capacity bars now include outgoing items in count.
- Updated sleep bar color.

Performance

- Increased performance of loaded saves. A project kept restarting when loading a save, causing performance to decrease the more you saved.
- Reduced amount of checks to see if a project could be started.

Persistence

- Seagulls from previous savegames will be converted to the new seagulls.

Fixes

- Fixed issue where %HOTKEY% text in button tooltip wasn't correctly parsed.
- Fixed issue where oil wasn't salvageable anymore.
- Several issues related to the old gameplay of seagulls will also be resolved by this update.
Post edited June 05, 2020 by Hustlefan
high rated
Changelog for Update 0.3.3 (added 29 June 2020) from Steam

Galaxy updated (29 June 2020)
Offline-Installer updated (01 July 2020)
"Have You Ever Seen Paper??" Update 3.3 Released

Ahoy drifters!

We've shipped another update for you all. This update iterates on the research system.

We've made research a more active process. Instead of having to collect research points, you will now have to collect books. These books will need to be researched in a brand new building, the research station!
There's a new building to process your seaweed now, the chop shop. You'll need this to make bird chow, the new food for the seagulls.
Additionally, we've smoothed out some of the landmark interaction to give more control of what you want to salvage.

Enjoy the new update!

Change Notes

General

- Added construction:
* Research Station: A place to process and read all your acquired books.
* Chop Shop: A place to prepare seaweed and fish for seagulls.
- Added item:
* Book: These old books contain old knowledge that might give you ideas for new buildings.
* Bird Chow: Fish cut into tinier pieces so that your birds can eat them safely.
* Seaweed Salad: Cleaned up seaweed, thrown into a salad bowl, that will provide nutrition for your drifters.
- Added landmark:
* Intact Book Shop: An island where you can find 12 books for your research!

Gameplay

- Iterated on research:
* Research now requires a building, the research station, to research in.
* Research has now become an active process that requires drifters and time.
* Researching requires books, which need to be stored in the town (these can be found on certain landmarks).
- You can now change the amount of drifters salvaging a landmark without having to cancel it.
- You can now change what resources you want to salvage on a landmark.

Balance

- Added 1 to 3 books to every shack landmark.
- Seaweed found on landmarks needs to be processed in the chop shop before it can be eaten.
- Increased amount of fish spots spawning by 30%.
- Decreased seagull speed by 20%.
- Seagulls now eat Bird Chow instead of Raw Sardines.
- Decreased seaweed island amount by 33%.
- Reduced sushi amount made in the Food Truck from 5 to 4.

Research costs
- Decreased Large Storage Yard research cost from 10 to 8.
- Decreased Platic Recycler research cost from 15 to 12.
- Decreased Small Water Container research cost from 5 to 3.
- Decreased Water Storage research cost from 10 to 6.
- Increased Birdhouse research cost from 10 to 8.
- Increased Desalinator research cost from 15 to 32.
- Increased Fish Kabob research cost from 5 to 12.
- Increased Fishing Hut research cost from 15 to 25.
- Increased Food Truck research cost from 10 to 25.
- Increased House research cost from 5 to 8.
- Increased Scrapsmith research cost from 5 to 14.
- Increased Solar Still research cost from 10 to 15.

Building costs
- Decreased Research Station plastic waste cost from 12 to 8.
- Decreased Research Station dried wood cost from 15 to 10.
- Removed pipe cost from small water storage.
- Add 4 dried wood cost to small water storage
- Removed 2 screws cost from Fish Kabob.
- Added 4 metal cost to Fish Kabob.

UI

- Overhauled the research UI:
* Added more information to that buildings you are researching. This includes things like available recipes, storage capacity, housing slots, etc.
* Whenever research is done, a notification is added telling you something new is researched.
* Reworked window to be bigger and more prominent.
* Updated art assets.
- Removed mussel from drifter diet.
- Updated research survival guide.

Fixes

- Fixed salvage button icon staying disabled when the button is enabled.
- Fixed issue where some text wasn't correctly parsed.
high rated
Changelog for Update 0.3.4p1 (added 23 July 2020) from Steam

Galaxy updated (23 July 2020)
Offline-Installer updated (24 July 2020)
Update 3.4: "Quality of Life v2" Now Released!

Ahoy drifters!

We're pleased to announce that we have another update ready to test for you all. This update iterates on the user feedback UI and adds new languages.

We did a rework of the notification and user feedback UI to improve the general player experience.
Part of the community has been translating new languages for some time now. We're adding Ukrainian, Turkish and Danish with this update. If you'd like to help as well, head over to Localizor to get started!
To the established translators, thanks for the hard work!

Enjoy the new update!

Change Notes

General

Added languages translated by the community:
* Ukrainian
* Turkish
* Danish

Visuals

- Tweaked movement of seagull to favor flying higher.

UI

- Added button to toggle item export for the birdhouse.
- World icons don't scale with camera anymore.
- Decreased number of malfunctions that can appear above constructions.
- Updated construction-panel layout.
- Added a status panel to constructions.
- Added several new malfunctions to indicate errors with a construction.
- Added several status messages to indicate the current status of a construction.
- Updated notification visuals and layout.
- Notifications can now stack.
- Added notification log to review previous notifications in the game.
- Added new notification:
* Research panel unlocked.
* Salvage radius increased.
- Moved several notifications to warning bubbles.
- Added warning bubbles:
* Bird about to leave.
* Bird homeless.
* Drifter homeless.
* Drifters idle.
* Drifters in life danger.
- Added warning to food counter.
- Added warning to water counter.
- Added warning to assignment panel for unassigned agents.
- Added highlight on unviewed category tabs in the survival guide.
- Added option to adjust UI scale. (Scale of default UI might vary depending on your resolution.)
- Added confirmation dialog for adjusted video settings.
- Default production limits are now infinite.
- Increased life danger notification threshold to 50% (from 15%).

Performance

- Changed world icons to use sprites to improve performance.

Fixes

- Fixed issue with landmarks showing on the map, but not showing in the game.
- Fixed issue with missing chop shop description.
- Fixed issue with fuel notification not showing when building a distiller.
- Fixed issue with overgrown boat navmesh.
- Fixed issue with shack navmesh.
- Fixed issue where walkway tooltip would block walkway placement.
- Fixed issue where non-numeric text could be entered in the resource limits.
- Fixed issue where "Production limit reached" malfunction icon would sometimes incorrectly stay after adjusting limits.
- Fixed several issues where marker overview wouldn't update consistently.
- Fixed issue where camera angle in main menu was wrong for advanced camera.
high rated
Changelog until Update 0.3.5p2 (added 24 November 2020)

Galaxy & Offline Installer updated (24 November 2020)
Hotfix 0.3.4p2 Released

Hi all!

We tracked down a memory leak in the UI which could have a severe impact on the game's performance after a couple hours.
This hotfix fixes that.

Patch notes

Fixes

- Fixed issue where the buildable panel would create a memory leak.
- Fixed issue where the farm panel wouldn't display its recipes correctly.
+++
Hotfix 0.3.4p3 Released

Hi all!

We've fixed an issue where the game could crash when moving to a new region.

Patch notes

Fixes

- Fixed issue where a removed object of interest for a notification would cause crashes when moving regions.
- Fixed issue where drifters with the cooking assignment wouldn't fill the fish sticks.
+++
Update 3.5: "Crew Update" Now Released!

Hey all!

The Crew Update is now live!
This update brings Drifter Attributes and Backstories, a daily Captain's Log and a Day/Night cycle.

We took a good look at the Crew, a.k.a your drifters.
Your drifters now start out with 90 possible Backstories giving them starting Attributes. These will increase their efficiency in certain aspects.

This update comes with a Day/Night cycle as well, where your drifter's schedules will revolve around.

Internally, we worked on our animation system and character clothing system to enable more variations in the future. Unfortunately, that will cause previous saves to break.

Enjoy the new update!

Early Access 0.3.5: The Crew Update

General

- Drifters now have attributes that will affect the speed at which they do things:
* Construction: Determines a drifter's building speed.
* Athletics: Determines a drifter's walking and swimming speed.
* Nautics: Determines a drifter's boat travelling speed.
* Desalination: Determines a drifter's desalination speed.
* Crafting: Determines a drifter's crafting speed.
* Research: Determines a drifter's research speed.
* Cooking: Determines a drifter's cooking speed.
* Fishing: Determines a drifter's fishing speed.
* Salvaging: Determines a drifter's salvaging speed
- Quirks have been replaced (for the time being) with Drifter Backgrounds. Every drifter now has 2 backgrounds to describe their life story. These backgrounds will determine the starting attributes of the drifters.
- The game now starts with a crew selection window where you can see the looks of your new crew, combined with their backstory. You can re-roll characters here in case you're not happy with one of your crew members.
- Added a day / night cycle to the game.
* Your drifters will now go sleep at the same time, once the night hits.
* They will eat and drink at the same time, when the day starts.
- Introduced debuffs.
- Reworked the way drifters handle their vitals. Health is no longer a statistic. Instead, drifters will perish after not being able to eat or drink for the 4th time.
* Not eating, drinking or sleeping in a bed will impose a debuff to your drifters. These debuffs depend on which vital is low, and they will lower the attributes of the specific drifter.
- A daily report is now available to track how many items your colony has collected and produced. This is always available, but a notification is sent at the start of each night.
- Added additional drifter names.
- Added construction:
* Buoy Lamp: A decorative building to make your town more de-LIGHT-ful at night.

Visuals

- Added a variety of new looks for the drifters.
- Increased size of drifters by 35%.
- Added animations depicting each drifter attribute.
- The character portrait shown on drifter select will now show an animation related to one of their highest attributes.
- Added night-time visuals.
- Added a rotating sun.

UI

- The house panel has been reworked to be more in line with the birdhouse panel.
- The boat panel has been reworked to be more in line with the birdhouse panel.
- Added a drifter overview with the heads of all your drifters. This also shows their current activity and debuffs. Clicking on the head will select the drifter.
- Removed the drifter portrait from the drifter, boat and house panel.
- Disabled the warning bubbles for drifters when a project could not be run.
- Added a clock to the screen to show which time of day it is. This has been removed from the birdhouse panel.
- Reworked the vitals section in the drifter panel to show the amount of days have passed without food, water and rest.
- Added drifter backgrounds to the drifter panel.
- Removed drifter diet from drifter panel.
- Assignment panel now shows the drifter's respective bonusses.
- Added a decorative buildings category.
- Added 'Help us translate' button on the main menu.
- Added next update to the main menu.
- Updated text asset on the language dropdown.
- Survival Guide has been slightly updated to reflect the new changes.
- Some text has been rewritten.
- Right clicking stacked notifications now closes all the notifications at once.

Performance

- Improved birdhouse performance.
- Reduced overall lag spikes when drifters were idling.

Balance

- A day is 15 minutes, with the night lasting 10% of that time.
- Drifters now drink far less, as they only drink once per day. This means the drifters drink 3 times less. We've reduced the amount of water found accordingly.
- Attributes can now speed up the production process. As such, the default time for production on all producers that require drifters has increased.

Fixes

- Fixed issue where auto-saves could exceed the max amount set in the settings.
- Fixed issue where storage wouldn't get checked when salvaging landmarks.
- Fixed edge scrolling not working with multiple monitors.
- Fixed camera being offset at the start of the game if edge scrolling is active.
- Fixed assignment not loading.
- Fixed drifters not checking their assignments between production projects.
- Fixed issue where birds would get stuck in the birdhouse if they had to salvage nearby flotsam.
- Fixed issue where continue button would not be shown in main menu if only autosaves existed.
- Fixed drifters getting stuck in producers.
- Fixed status on disabled buildings saying "Athletics" instead of "Inactive".
- Fixed disabled icon not rotating when disabling / re-enabling buildings.
- Fixed report notifications re-appearing after a save & load.
- Fixed water or food staying reserved when a drifter dies.
+++
Hotfix 0.3.5p1 Released

Hi all!

We've fixed an issue where saves wouldn't load due to untranslated phrases.

Patch notes

Gameplay

- Drifters with assignments that are the same will now prioritize tasks they have higher attributes in.

Fixes

- Fixed save not being able to load previous item production limits.
- Fixed bug where untranslated phrases could cause the loading of a saved game to fail.
- Fixed bug where agents would not haul items to the townheart storage if the townheart water storage was full.

There are still some known issues with untranslated text not reverting to English and showing blank, we're working on resolving this issue asap.
+++
Hotfix 0.3.5p2 Released

Hi all!

We've fixed an issue where untranslated phrases would show as blank instead of reverting to english.

Patch notes

Fixes

- Fixed bug where untranslated phrases would show as blank instead of reverting to english.
Source: Steam
Di., 22. Dezember 2020 @ 16:24 CET (Typ: Reguläres Update)

Update 3.6: "Scouting Update" Now Released!

Hey all!

The Scouting Update is now live!
This update brings a full pacing rework, Map Exploration, an introduction to Scouting and an introduction to the Energy System.

We took our time to rework the game's pacing, making workshops more prominent in the early game.

A new iteration of the World Generation brings Overworld Fog, an introduction to the scouting mechanics and a new way to move using Energy.

Enjoy the new update!

Early Access 0.3.6: The Scouting Update

General
- First iteration of scouting feature:
* New Construction: Watch Tower
* Information regarding nearby landmarks can now be obtained by building the Watch Tower.
* Information regarding nearby landmarks can now be obtained through drifters that join your town.
- New Construction: Pedal-Powered Generator.
- Implemented the energy system.
* Town movement requires energy now.
* The Athletics Attribute now increases drifter energy creation speed.
* Added construction category: Energy.
* Temporarily removed the Oil Refinery Construction.
- New construction specific resources:
* Floaters
* Wooden Planks
* Metal Plate
- New Construction: Ropecrafter.
- New Construction: Small Drying Rack.
- Seaweed Patches now spawn in the water.
- Screw, Plastic Nets and the Pipe resources have been removed.
- World Generator Updated
- Fog of War added to the Overworld View.
- Zooming added to the Overworld View.
- Scouted landmarks clear Fog of War in a radius.
- Reworked Town Movement to be able to interrupt town movement with new path.
- Added double-click functionality for new town movement paths.
- Reworked map cursor.

Visuals
- Added a planning line for planning town movement.
- Added Watchtower construction visuals.
- Added Ropemaker construction visuals.
- Added Pedal-Powered Generator construction visuals.
- Added Small Drying Rack construction visuals.
- Reworked Plastic Recycler construction visuals.

UI
- Added Landmark cursor for the map.
- Reworked some of the HUD.

Performance
- Persistence management has been refactored to reduce lagspikes when the game is saved.
- Flotsam inventory has been factored out to avoid unnecessary memory allocations.

Balancing
- Size of the world has been significantly increased.
- Pacing has been adjusted: Workshops are now more prominent in the early game.
- Increased starting energy amount.
- Altered start amounts of food and water.
- All building costs have been changed to reflect the changes.
- All production times have been scaled down to reflect the changes.
- Number of resources found on Landmarks has been reduced.
- Number of resources in flotsam patches has been reduced.
- Number of flotsam patches spawned has been increased.
- Factory landmark temporarily gives Metal Scrap and Books.
- Increased spawn rate of landmarks with Metal Scrap.
- Floaters now appear in Flotsam patches.
- Townheart Engine is repaired by default.
- Increased Fish Spawning around landmarks.

Fixes
- Fixed issue where mooring point couldn't be deconstructed.
- Fixed issue where different language could empty all text in all windows.
- Fixed issue where save menu would not update after saving.
- Fixed issue where boats could get stuck on the "Long Island" landmark.

https://store.steampowered.com/news/app/821250/view/4501875884801284248
high rated
Changelog for Update 0.3.6p1 (added 08 January 2021)

Galaxy & Offline Installer updated (08 January 2021)
Hotfix 0.3.6p1 Released

Merry Christmas everyone!

We've fixed an issue where boats would get stuck when continuing a previous save.

Patch notes

Fixes

- Fixed issue where boats would get stuck when continuing a save from 0.3.5p3 or below.
Source: Steam
Changelog until Update 0.4.0 (added 20 May 2021)

Galaxy updated (20 May 2021)
Offline Installer updated (31 May 2021)
Update 3.7: "Upgrade System" Now Released!

Hey all!

The Upgrade System is now live!
As part of working towards the next Major Update (0.4), we added the Upgrade System, where some buildings can be upgraded to better versions.

This update is accompanied by Audio and Performance improvements.

Enjoy!

Early Access 0.3.7: The Upgrade System

General

- First iteration of the upgrade system:
- Plastic drying rack is now Drying Rack
* Drying Rack upgrades into a large & huge drying rack.
- Distiller is now Desalinator.
* Desalinator upgrades to large Desalinator.
- Bed now upgrades to House.
- House now upgrades to Big House.
- Drifters will now temporarly stop their production, research and energy projects when it's bedtime.

Visuals

- Reworked the size of distiller.
- Reworked the size of desalinator.
- New visual for Large and Huge Drying Rack

Audio

- Added FMOD to manage audio.
- Various new sounds have been added.
- Added effect for ambience when pausing the game speed.

Performance

- Reduced overhead of drifters requesting projects, increasing overall performance.
- Added LODs for all storage visuals, reducing rendering at further ranges.
- Added LODs for all flotsam / fish in water, reducing rendering dramatically when looking at the horizon.

Balancing

- Metal plates now require 1 fuel to make.

Fixes

- Fixed getting stuck in map view when going to the map while building.
- Fixed drifters getting stuck on the energy producer when disabling the building.
- Fixed bug where drifter would get stuck on landmark.
+++
Update 4.0: "Eel-Ectricity" is OUT NOW!

Hullo everybody!

The Eel-ectricity Update is all charged up and ready to go!
This patch brings energy, weight and workshop electricity upgrades to your town as well as various other improvements.

Your town can now produce energy, which powers town movement, crafting and research buildings in a more centralized way.
Each item and building now has weight, which impacts the energy required to get to new destinations.
Generators ranging from manual to oil and to solar panels can be built to generate energy.
Workshops can be upgraded to connect to an energy grid, removing their normal fuel cost.

This patch comes with a complete update to the render pipeline, offering smoother performance and fancier graphics (shadows on the water!).
We've done some pacing rebalances and many other changes. You can check these out in the patch notes below!

Thanks again to everyone who tested it in experimental! Your reports and feedback are always a great help <3
Enjoy everyone and sea you next patch!

Change Notes

New Energy System

- Energy buildings can now be connected to energy grids.
- Buildings that require energy will draw energy from their connected energy grid.
- If an energy grid becomes overloaded, connected buildings will work at reduced efficiency.

- Certain buildings now require energy, instead of fuel:
- Town Engine
- Research Station
- Desalinator
- Food Truck
- Electro Crafter
- Electrified Scrapsmith
- Electried Fish Kabob

- The townheart starts with a crank to produce energy which prevents players getting stuck when they didn't build an energy related building.
- Added an energy overlay that shows the energy consumption, production or storage of energy related buildings.
- Added an energy grid overview window which shows all your energy grids with their consumption, production and storage.
- Removed old fuel import system and replaced it with the fuel being part of the production recipe.
- Added a method to link energy grids together using click and drag energy wires.
- Moving to a new biome now costs 10.000 Eels, instead of 75% of your town's fuel.
- The athletics attribute now affects how much energy a drifter generates in a drifter powered generator.

Town Weight

- Your town now has a weight, which will affect the energy cost of town movement.
- The town weight is calculated by the total accumulation of all resource weights in construction costs, inventory and in storage.
- There are currently 6 different weight tiers:

- Very Light: 0kg - 500kg
- Light: 500g - 1000kg - Movement cost increased by 50%
- Medium: 1000kg - 1500kg - Movement cost increased by 100%
- Heavy - 1500kg - 2000kg Movement cost increased by 150%
- Very Heavy: 2000kg - 2500kg - Movement cost increased by 200%

New Buildings

- Battery: Increases energy capacity.
- Wood-Powered Generator: This building can burn wood to generate energy.
- Oil-Powered Generator: This building can burn oil to generate energy.
- Energy Pole: A building that is used to connect buildings to the energy grid.
- Solar Panel: Generates energy from solar power.
- Electro Crafter: Turns Electric Scrap into various electric items.
- Electrified Scrapsmith: An upgrade for the Scrapsmith which uses energy instead of Firewood.
- Electrified Fish Kabob: An upgrade for the Fish Kabob which uses energy instead of Firewood.

New Items

- Battery: Used for energy storage.
- Generator: Used to build item based generators.
- Solar Panel: Used to generate energy from solar power.
- Electric Scrap: Can be made into energy related items.
- Temporarily removed Books.

Landmarks

- Drifters can now be rescued from landmarks without a boat.
- New Landmarks:

- Polluted Woods
- Car Battery Islands
- Truck Generator Viaduct
- Solar Panel Villages

Pacing Rebalance

- The research station comes into play much faster now, with many buildings being behind research.
- The research station no longer requires books. Instead, it requires plastic buoyants and energy.
- Dried wood can now be found more frequently on a new landmark: The Polluted Woods.
- Wood drying has been slowed down.
- Reduced Metal Scrap cost for Metal Plates.
- Increased amount of landmarks containing Metal Scrap.
- Overhauled each building's cost to take weight, time and energy in regard.
- The desalinator upgrade now only replaces the Firewood cost with energy, instead of a flat time / resource upgrade.
- Removed Cooked Fish from the Food Truck.

Render Pipeline Update

- Updated the render pipeline to the Unity Universal Render Pipeline.
- Reworked all shaders to increase overall performance and visuals.
- Reworked the ocean shader.
- Shadows can now be cast on the water.
- Reworked the underwater world, as you can now see it better.

Animations

- Added Manual-Powered Generator animation.
- Added Ropecrafter animation.
- Added Plastic Recycler animation.
- Added Reroll animations for the crew selection screen.
- Added Wood-Powered Generator building animation.
- Added Oil-Powered Generator building animation.
- Added Scrapsmith animation.

Misc

- Seagulls will now be scouted by drifters.
- Added LODs for walkways.
- Added LODs for flotsam.
- Changed names and descriptions for various buildings.
- The Captain's Log is now displayed above the notifications.
- Reworked some pages in the survival guide to reflect the current state of the game.

Fixes

- Fixed an issue where the fog of war would not go away around the town when moving to the outer edges of the map.
- Fixed an issue where loading a save would make the day / night visuals appear out of sync.
- Fixed an issue where a drifter would get stuck on a mooring point after moving the town.
- Fixed an issue where the boat panel would sometimes show the wrong captain on a boat.
- Fixed an issue where a boat would get stuck at the wrong mooring point after moving the town.
- Fixed an issue where a drifter would not eat or drink if the game was saved in the night.
- Fixed a building being stuck upgrading when you upgraded without the proper items. This would happen when upgrading buildings that required the same items.
- Fixed selection outline of watchtower.
- Fixed issue where the salvaging attribute tooltip would display the construction tooltip instead in the drifter attribute window.
- Fixed outline of the Fish Kabob not highlighting the whole building.
- Fixed Desalinator biking animation being offset.
- Fixed not being able to salvage Research Station if researched finished when a drifter was on their way to the station.

Behind The Scenes

- Added a landmark generator to improve our workflow for the landmarks.
Source: Steam: 0.3.7 | 0.4.0
Changelog for Update 0.4.1 (added 29 June 2021)

Galaxy & Offline Installer updated (29 June 2021)
The Polluted Fishies are ready to be caught!

Hey drifters!

The Polluted Fishies are ready to be caught!
This patch updates the food pipeline with the new Polluted Fish and a Pollution Mechanic.

As the first step towards pollution, drifters can now get polluted by eating the various tiers of polluted fish; Bottle Fish, Oil Gobblers and Bloated Flounders. Eating too much will get them ill and bed-ridden for a short amount of time.

Thanks again to everyone who tested it in experimental! Your reports and feedback are always a great help <3
Enjoy everyone and sea you next patch!

Early Access 0.4.1: Polluted Fishies

New Pollution Mechanic

- Edible items now have a pollution amount.
- Drifters can get gradually polluted.
- Drifters that reach full pollution contract a disease.
- Added disease: Microbe-Plastics. Drifters that contracted Microbe-Plastics will be bedridden for a duration.
- Pollution is shown on drifter overview portraits.
- Items that are polluted will have a color that reflects how polluting they are.
- Added a survival guide page on Pollution & Disease.

New Polluted Fishies

- Added three new polluted fishes: Bottle Fish, Oil Gobbler & Bloated Flounder.
- Fishing now fishes up random fish. The odds of fishing better fish will increase as you clean up the ocean.
- Added Seaweed Sheet, which is used as an ingredient in certain food recipes.
- Added the Fishing Chair, where drifters can fish in the town. They'll fish up any fish in the swimming radius.
- Added the Unbottler, where bottled fish can be unbottled to reduce pollution. This building requires energy and has the following recipes:
- Unbottled Fish.
- The Chop Shop no longer has the Bird Chow recipe, but it did gain the following recipe:
- Seaweed Sheet.
- Added the Fishwasher, where polluted fish can be cleaned and prepped. It has the following recipes:
- Unbottled Filet.
- Gobbler Filet.
- Flounder Filet.
- Bird Chow.
- Re-introduced the Fish Sticks. It has the following recipes:
- Dried Bottle Fish.
- Dried Unbottled Fish.
- The recipes in the Fish Kabob have been changed to the following recipes:
- Grilled Gobbler.
- Grilled gobbler Filet.
- Grilled Flounder.
- The recipes in the Food Truck have been changed to the following recipes:
- Unbottled Roll.
- Gobbler Roll.
- Quarter Flounder.
- Temporarily removed the Fishing Hut.
- The amount of pollution on food can be found in the item tooltip.

Research

- Certain research is now locked behind other research.
- Slightly reduced cost of Research Station, as it comes into play sooner now.
- Empty categories no longer show in research panel.
- Chop Shop, Battery, Scrapsmith and Watchtower are now behind research.
- Added research images to more construction research projects.

Balance Tweaks

- Weight tiers now affect energy requirement more gradually then before.
- Energy mileage has been increased which means less energy needed for the same distances.
- Reduced amount of food you start with.
- Reduced cost of Energy Pole.
- Reduced metal cost of the Seaweed Grower.

Performance Optimizations

- Reduced memory allocation of certain UI elements. This should reduce stuttering.
- Reduced memory allocation of animations. This should reduce stuttering.

Fixes

- Fixed an issue where the drying rack would work at twice the speed it should.
- Fixed Captain's Log not showing the energy production and consumption correctly.
- Fixed error spam when a building with inventory visuals got deconstructed or upgraded.
- Fixed fuel requirement still showing in the research window.
- Fixed description of drifters producing energy.
- Fixed an issue where fish would show in salvage markers.
- Fixed an issue where the movement button on the map would not update when the set path became available.
- Fixed research panel not updating the next available research when research completed.
- Fixed research panel unlock button not updating when research was completed.
- Fixed warnings not disappearing when a drifter died.
- Fixed battery meters not updating on load.
- Fixed an issue where drifters would swap between electricty generators every 30 seconds.
- Fixed storages not being able to accept newly added items.
- Fixed an issue where the walkway segment status would throw an error and not update to the correct value.
- Fixed some Chinese characters showing as boxes.

Misc.

- Added generator storage visual.
- Changed item color backgrounds: Polluted items are now purple. Rare and Crafted items are now the same green.
- Updated the item tooltips improve color background visibility, and tweaked layouts to fit them.
- New icon backgrounds added to landmark, marker, production panels.
- The item tooltip now shows the weight of an item.
- Added movement cost back to the map.
- The movement button on the map now always shows, but will be disabled when you cannot move to a set point.
- Added warning for hunger / thirst.
- Drifters will now always prioritize the Manual-Powered Generator over the Townheart Crank.
- The salvaging attribute will now change the priority of landmark salvaging as well, instead of only changing the priority of the salvaging assignment.

Behind the Scenes

- Created a manual world editor to provide testing grounds for future patches.
- Added functionality to add images in text, which will be used for clarity in the future.
- Changed the way we store item information in the back-end, reducing the amount of bugs around drifters not eating.
Source: Steam
Changelog until Update 0.4.1p1 v2 (added 05 July 2021)

Galaxy & Offline Installer updated (05 July 2021)
Fixes

- Fixed manual generator not working when you had a passive generator that was not working currently.
Source: Discord (Login required)
Changelog for Update 0.4.1p2 (added 15 July 2021)

Galaxy & Offline Installer updated (15 July 2021)
Saving Structure 0.4.1p2 released

Hey drifters!

This updates sees an overhaul on how your saves are structured and displayed. While all of it is in a new jacket, the save files themselves remain largely unchanged, and should not have any issues being loaded.

Saves

- Saves are now stored per town / community in a folder.
- If you start your game with the old save file storage, a migration tool will move your saves to the correct folder structure. If there are any communities with the same name, they'll be placed in the same folder. This operation will only move files, not delete them.
- Due to the new folder structure, new towns may not have the same name as any saved town.
- Added a button to the main menu to continue your latest save.
- The load menu now shows all your towns, and the save files related to them.
- Instead of showing playtime on a save, a save now displays how many days you've survived instead. Older saves will show 0 days until saved in this version.
- Saves now display their size and file name as well.
- Added a button to open your save folder in file explorer.
- The pause menu now has a load button where you can load up older saves, or a different town.
- The pause menu now has a "Save As" button that displays all the saves of your current town. Here you can make a save file, or overwrite an existing save.
- The pause menu now has a "Save" button which will overwrite the most recent save of this town.
- The save overwrite prompt now warns you which save you're about to overwrite.
- Auto-saves are now made at the end of each day, instead of every 10 minutes. A maximum amount can still be set in the options menu, and the oldest auto-save will be overwritten if you exceed the set number.

Changes / Fixes

- Updated fonts so they switch colors correctly in different languages.
- Fixed save not loading if the resources on a landmark were changed and a drifter was in the process of salvaging it.

Balancing

- Reduced fishing time of drifters using the fishing chair.
- Slightly reduced drying times for Dried Bottlefish and Dried Unbottled Fish.
- Increased amount of starting food.
- Polluted drifters now lose all pollution when sleeping through Microbe-Plastics
Source: Steam
Changelog for Update 0.4.1p3 (added 22 July 2021)

Galaxy & Offline Installer updated (22 July 2021)
Early Access 0.4.1p3

Hey drifters,

Early Access 0.4.1p3 is now live.
It fixed an issue where certain characters in the non-Roman alphabet would show up as squares. This mainly happened with Chinese, Korean and Japanese characters.

Fixes

- Fixed an issue where certain characters in the non-Roman alphabet would show as squares.
- Fixed Early Access "Ok" button having the wrong color.
Source: Steam
Changelog for Update 0.4.1p4 (added 23 September 2021)

Galaxy & Offline Installer updated (23 September 2021)
Hey drifters,

Time to flip open your survival guides and start prepping.
We cleaned up the survival guide and made it easier to maintain.
It’s a smaller quality of life improvement patch as we're working towards the World Structure patch.

Early Access 0.4.1p4

- Updated / removed older pages of the survival guide that were no longer relevant / out of date.
- Added functionality for linking to the survival guide. These links are usually marked with a book icon. Clicking these will open the survival guide on the relevant page.
- Added a search bar to the survival guide.
- Added a button to go back to the previous page you were on.
- Made the survival guide smaller so that you can still see your town when you open it.
- The survival guide can now be dragged.
- Opening the survival guide no longer pauses the game.
- Added pre-generated pages for all the buildings in the game. These pages include extra info per building type, such as recipes, storage space, etc.
- Added pre-generated pages for all the resources in the game. These pages have info such as weight, pollution, where they are produced, etc.
- Added pre-generated pages for all the drifter backgrounds in the game.
- Added pre-generated pages for all the drifter attributes in the game.
- The survival guide is now constructed out of config files.

You know what they say.
"The drifter who is prepared has his town half built"
Source: Steam
I think there is a new update available (0.4.1p5e1). Will we be able to get it on GOG?
Post edited October 20, 2021 by solarvalue
Changelog for Update 0.4.2 (added 24 November 2021)

Galaxy & Offline Installer updated (24 November 2021)
0.4.2: Building Placement now released!

Hey drifters,

On our road to the World Update II, we improved the placement of buildings and the walkways that lead you there.

We've added snapping functionality and a building grid to aid with the placement of buildings. For those who prefer the old type of building, both the grid and snapping can be disabled. This update comes with a couple of extra quality of life changes allowing you to smoothly build a nice little floating town.

Early Access 0.4.2

Building Grid

- Buildings where you can build at (such as the townheart and walkways) now generate a grid on each of their attachable edges where buildings snap to.
- Buildings will now show their grids when building around them.
- Grid visibility and Snapping functionality can both be disabled with 2 toggles found in the building menu.
- Walkways now display their boundaries.
- A visual is added for the propeller blocking buildings on the Townheart.

Building Improvements

- Added a collision tolerance. This will reduce edge cases where it looked like you could build somewhere, but couldn't due to a small overlap.
- While placing a construction, it will now align next to another construction.
- Walkways are now built one segment at a time. You can hold shift or set a shortcut to continuously place walkways.
- Walkways now show building buoys when they are placed and ready for construction.
- Walkway lines will now look for the closest intersecting building it can hook to. This makes for more natural snapping.
- Walkway integrity has been added, this means that walkways are no longer able to be deconstructed when it would cause a part of the town to become disconnected from the Townheart.
- Individual walking segments can now be deconstructed.
- Reduced the snapping distance when building.
- Buildings marked for deconstruction will now display building lines around them.
- Producers will no longer wait for their recipes to finish before being deconstructed. This means that drifters will immediately stop working and the construction will be marked for deconstruction.

Misc

- Producer recipes can now be cancelled, even if they are currently being produced.
- Overhauled the visual of the building radius.

Fixes

- Fixed an issue where a walkway could snap further than it's allowed angle if it snapped to another walkway.
- Fixed building buttons not starting a new construction when pressed.
- Fixed additional electricity grids being made when salvaging a building and cancelling it. This could cause certain buildings to never receive power, such as the research station, and thus not getting worked by drifters.
- Fixed floating worker position in the Unbottler.
- Fixed drifter name tags not updating correctly after reloading.
- Fixed bullet points not displaying in the update notes.

Behind the scenes

- We decentralized the building so we can more easily test it in a separate environment.
Source: Steam
Changelog for Updated 0.4.2p1 (added 13 December 2021)

Galaxy & Offline Installer updated (13 December 2021)
Early Access 0.4.2p1: Eel-ectric fixes

Hey drifters,

Early Access 0.4.2p1 is now live.
We fixed some pressing issues with Eel-ectricity and added thresholds so you can control when generators will start producing.

Energy

- If an energy grid has energy storage available, generators will now start producing energy when the energy grid falls below a certain threshold. This threshold can be set per generator in both the building panel and energy grid overview.
- Drifters will no longer jump out of the manual generators when another project has higher priority. This would cause them to get stuck running back and forth between a generator and a workshop that required energy.
- The Oil-Powered Generator now has a higher priority than the Wood-Powered Generator.
- Improved readability in energy grid overview.
- You can now select buildings from the energy grid overview.
- Added tooltip to maximum inventory slider in the item generator panel.

Fixes

- Fixed workshops not always showing they are turned off in the energy grid overview.
- Fixed energy grid overview having small discrepancies in power production / consumption totals due to rounding.
- Fixed energy overview overlapping with borders when adding too many buildings.
Source: Steam