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Settlement Zero News

Update 0.12.5

· The player now has to pass through the underground area to get to the main central area. The underground area has been extended and connects with the large circular building. This includes a new large interior space that the player passes through.
· Global game events can now occur sooner and now depend on player progress.
· Enemy robots now inflict much more damage, encouraging the player to be more tactical. They can no longer just run past groups of them and hope for the best.

Old saves can still be loaded for this build, but it is strongly advised to start new games as some of the changes will affect the overall gameplay.

Update 0.12.0.5

· Various minor graphics and lighting tweaks. Increased the shadow quality for the high end graphics setting, which now has a much further draw distance and fewer artefacts.
· Some minor improvements and fixes to surrounding apartment buildings in the start area.

Update 0.12.0

· Game now starts in an entirely new area on a hillside facing the settlement, requiring you to take the flying shuttle transport to reach the main settlement area.
· The apartment building where the game begins, has been totally rebuilt. It is much larger and more detailed, and now has several rooms.

It was decided to allow old saves to still be loadable for this build, but it is strongly advised to start new games, especially for games that were saved in the original game start area, which will very likely have some issues with stability.

Update 0.11.0


• A new weapon, a portable defensive sentry drone type, has been added. These can been stored and retrieved using the same controls as the grenades. You can toggle selection between these two storable types by pressing the retrieve button for over half a second. The highlighted icon on the HUD will indicate which storable type the button will retrieve when pressed.
• Once placed in the world, they will hover and settle to a height of around 1m above the ground, at which point you can activate them by pressing the button on their top. They have eight extending guns that automatically fire lasers at any approaching robots that come into their range.
• They have limited energy and will perform a controlled drop to the floor when low on power. They can be picked up and recharged just like your raygun at the charging stations. A bar on their top displays current battery level


This build should be compatible with saves from the previous 0.9.0, 0.10.0 and 0.10.1 versions.
Saves from builds 0.8.0 and earlier will still use the old game event timings, so for the best experience it is advised to start a new game in that case.

Update 0.10.1

• Grabbing hold of grenades, raygun upgrades and passes is now much easier. They get highlighted when in pickup range and will snap to your hand when you press trigger. If there is more than one pickup in range the closest is highlighted to make it clearer which one you'll be grabbing.
• More updates to central circular building. An effect has been added to the rotating sphere on the roof level. Also some fixes to the building's exterior lighting.
• Fix for music switching which was not working correctly with humanoid robots.

This build should be compatible with saves from the previous 0.9.0 and 0.10.0 versions.
Saves from builds 0.8.0 and earlier will still use the old game event timings, so for the best experience it is advised to start a new game in that case.