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Surviving the Abyss News

Update 0.3.0

Hey everyone! Update 0.3.0 is now live.

This update brings a wide variety of changes to cloning, genetics, crew, exploration, resources, the anomaly and more. Check out below for the full changelog!





Changelog:



[h3]Genomes, and creating the genetic sequence:[/h3]
  • The next phase of our Cloning updates. We are significantly changing the creation of the genetic sequence to improve the feeling of splicing genomes together for new effects.
  • Genome collection is streamlined, you now only need access to a genome and can use it permanently (unless the habitat is destroyed or depleted) and do not need to stockpile genomes.
  • New effects for combinations of genomes are also included along with QoL changes to cloning.
  • The cloning interface has also undergone significant changes to support the new features.
  • Cloning lab now displays a predicted population when left running.
  • Added alert when cloning gets interrupted
  • Fixing possible null error in cloning lab ui
  • Clamping max cloning slots to 8




[h3]New type of Clones (Basic Clones):[/h3]
  • Basic Clones are now the first type you will encounter, these clones are far more imperfect and can only undertake menial roles on the base. This update feeds into our updates to the game pacing and progression changes.



[h3]The Anomaly:[/h3]
  • Signifigant changes to the Anomaly. includes changes to pacing of the game, the point at which the anomaly appears and how it interacts with the Player in the early and late game. We'll give a little more detail on this alongside the update releasing!
  • Threat Effects will get activated on load upto the correct tier.
  • Changes to music and audio effects related to the Anomaly



[h3]Game Pacing / Staging:[/h3]
  • We're putting focus on the games pacing and the players journey through different biomes towards the late game. Biomes have been tweaked to push the player into more exploration and encourage exploring new biomes to access important resources.




[h3]New Buildings:[/h3]
  • Automation Module: Can replace the labour or Basic Clones.
  • Tidal Generator: Provides signifigant power output with no fuel cost, but only available within the Kelp Forest Biome.
  • Bio Generator (O2): Provides signifigant oxygen output with no fuel cost, but only available within the Coral Reefs Biome.



[h3]Save/Load:[/h3]
  • Brig now has small delay before kicking out crew -> fix a load issue
  • Fix for fauna depleting while stabilized (and causing save/load problems)



[h3]Power:[/h3]
  • Improvements for combining power grids with improved UX
  • Remove buildings from all power grids on destroy
  • Added error handling when loading power gens
  • Power Lens active when building a power line
  • Removed the limit on powerline placement
  • Temporary colour on effected buildings



[h3]Crew:[/h3]
  • Fix to force crew leave a building when incapacitated ( e.g. sick crew )
  • Making clone lab pause when there are not enough slots to prevent issues with crew assignment potentially cancelling cloning
  • Fixed Issues with de-assigning crew mid transport ( when they are moving towards the building )
  • Fixed an issue with assigning to a powered down building
  • Fixed Bug where crew will walk to building if unassigned midway
  • Removed the crew limit on recreational buildings
  • Reduced recreational effect range 70 -> 40



[h3]UI:[/h3]
  • Alloy furnace UI Improvements.
  • Rm unused status tags for improved perforamnce.
  • Resource tags switch between icons/dots depending on size
  • Increased the size of the power / o2 ui to allow multiple digits
  • Changed power/oxygen consumption text to red when required > current
  • New building images added
  • Techtree width updated
  • Adding status tags for Air Quality when building tunnels
  • Adding HUD item for air quality
  • Removed fauna counts from biome lens
  • Sub map doesnt reset zoom
  • Central hub power/destroy/repair buttons disabled
  • Updated Icon on OutpostPlacement
  • Updated Brig UI To Only show one open slot at a time
  • Set fuel resources to show depleting tooltip and fuel lens resource count when consumption > production
  • Set fuel resources to use a resource model to reduce multiple calls to update tooltip
  • Updated production/manufacturing buildings to show total daily usage(kept per unit countdown/progress)
  • Marine stabiliser now shows correct efficiency
  • Updating new resources icons to be more consistent.



[h3]Misc:[/h3]
  • Fixed multiple small bugs with building attachments such as research lab modules.
  • Fixing a few objects still being visible in darkness
  • Make right click movement move at same speed as mouse world position
  • Emission will not display when outside the light radius
  • Stop resources & rocks from spawning too close to outpost spawn point
  • Increase tree count in coral reef
  • Automatic UV Mode
  • Make sure the uv mode has been unlocked before it is automatically turned on



[h3]Tutorial:[/h3]
  • Added tutorial steps for Air Quality.
  • Removing stockpile coal tutorial event.
  • Updated population task to be dynamic



[h3]Events:[/h3]
  • Malnourished crew event gives tasks
  • Multiple changes to the rewards / outcomes of POI events



[h3]Resources:[/h3]
  • Resource Lens/Counts use all lit and scanned resources
  • Small scanned resources cannot get expedition
  • Fuel lens fix when filtering coal/oil
  • Removed coal/oil from resources lens



[h3]BIomes:[/h3]
  • Coral reef/Kelp forest available at start
  • DarkGlows available after Coral
  • Basalt available after Kelp
  • Volcanic available after DarkGlows/Basalt



[h3]Exploration:[/h3]
  • Change to allow any specialist type to be selected for expeditions
  • Fixed exploration sub status message en route to target



[h3]Brig / Aggession:[/h3]
  • Specialists will show up in brig assigning
  • Crew show as imprisoned on crew management screen
  • Fixed bug where crew would auto assign over others in brig



[h3]Balancing:[/h3]
  • Some tweeks to event rewards and science production
  • Fix for not producing enough food with 1 carb farm
  • Reworked destroyed lab objective
  • Beacons no longer discover biomes, building outpost/other lights can
  • Fixing rare instances of resources failing to spawn in starting zone
  • Adjusting some building costs to use Copper / Aluminium
  • Buffed generalist genomes slightly
  • Changing warnings for malnourished and air quality so they appear less severe
  • Crew with low health can now become sick
  • Only engineer / scientist and above require HQ food
  • Added extra starting crew
  • Added more basic clone slots
  • Adjusted crew requirements on various mid game buildings
  • Expedition subs can only be sent with full crew count
  • Anomaly Darkness Effect will destroy buildings instead of damage them
  • Anomaly Attack that turns off the light will leave a temporary icon on the building

Surviving the Abyss: Unstable Branch & Update 0.3.0 Preview

Hey everyone! The new update is now live on our UNSTABLE branch. This is available for everyone by following the steps below! We intend to put the update live on the main branch next week :)

[h2]Unstable Branch[/h2]

To access this branch, you can take the following steps:
  1. Fully exit and relaunch Steam (you should be prompted to log in again) if it is already open.
  2. Right click Surviving the Abyss in your Steam Library and select the Properties Window.
  3. Navigate to the Betas tab within the Properties Window.
  4. Enter 'unstabletesting' in the text box and click 'Check Code'
  5. Select the Unstable branch in the 'Beta Parcipitation' dropdown.
  6. Ensure the name of the game in your steam library is now followed by 'Unstable'



[h3]Important notes:[/h3]
You may need to fully exit and restart Steam to ensure it updates. You should see the game download and update the new files once you have switched branch.
Make sure to change back to the normal branch if you want to play a more stable version of the game again.
This branch is unstable and may introduce new bugs, broken save files and unbalanced changes.


----------------------------

We're still working on some bug fixing and tidy up for the update, we're intending to release this fully before the end of this week. We'll be taking any feedback and bug reports into account over the next week as we finalise and prepare for this release!

----------------------------

[h2]Changelog:[/h2]

[h3]Genomes, and creating the genetic sequence:[/h3]
  • The next phase of our Cloning updates. We are significantly changing the creation of the genetic sequence to improve the feeling of splicing genomes together for new effects.
  • Genome collection is streamlined, you now only need access to a genome and can use it permanently (unless the habitat is destroyed or depleted) and do not need to stockpile genomes.
  • New effects for combinations of genomes are also included along with QoL changes to cloning.
  • The cloning interface has also undergone significant changes to support the new features.
  • Cloning lab now displays a predicted population when left running.
  • Added alert when cloning gets interrupted
  • Fixing possible null error in cloning lab ui
  • Clamping max cloning slots to 8


[h3]New type of Clones (Basic Clones):[/h3]
  • Basic Clones are now the first type you will encounter, these clones are far more imperfect and can only undertake menial roles on the base. This update feeds into our updates to the game pacing and progression changes.


[h3]The Anomaly:[/h3]
  • Signifigant changes to the Anomaly. includes changes to pacing of the game, the point at which the anomaly appears and how it interacts with the Player in the early and late game. We'll give a little more detail on this alongside the update releasing!
  • Threat Effects will get activated on load upto the correct tier.
  • Changes to music and audio effects related to the Anomaly


[h3]Game Pacing / Staging:[/h3]
  • We're putting focus on the games pacing and the players journey through different biomes towards the late game. Biomes have been tweaked to push the player into more exploration and encourage exploring new biomes to access important resources.


[h3]New Buildings:[/h3]
  • Automation Module: Can replace the labour or Basic Clones.
  • Tidal Generator: Provides signifigant power output with no fuel cost, but only available within the Kelp Forest Biome.
  • Bio Generator (O2): Provides signifigant oxygen output with no fuel cost, but only available within the Coral Reefs Biome.


[h3]Save/Load:[/h3]
  • Brig now has small delay before kicking out crew -> fix a load issue
  • Fix for fauna depleting while stabilized (and causing save/load problems)


[h3]Power:[/h3]
  • Improvements for combining power grids with improved UX
  • Remove buildings from all power grids on destroy
  • Added error handling when loading power gens
  • Power Lens active when building a power line
  • Removed the limit on powerline placement
  • Temporary colour on effected buildings


[h3]Crew:[/h3]
  • Fix to force crew leave a building when incapacitated ( e.g. sick crew )
  • Making clone lab pause when there are not enough slots to prevent issues with crew assignment potentially cancelling cloning
  • Fixed Issues with de-assigning crew mid transport ( when they are moving towards the building )
  • Fixed an issue with assigning to a powered down building
  • Fixed Bug where crew will walk to building if unassigned midway
  • Removed the crew limit on recreational buildings
  • Reduced recreational effect range 70 -> 40


[h3]UI:[/h3]
  • Alloy furnace UI Improvements.
  • Rm unused status tags for improved perforamnce.
  • Resource tags switch between icons/dots depending on size
  • Increased the size of the power / o2 ui to allow multiple digits
  • Changed power/oxygen consumption text to red when required > current
  • New building images added
  • Techtree width updated
  • Adding status tags for Air Quality when building tunnels
  • Adding HUD item for air quality
  • Removed fauna counts from biome lens
  • Sub map doesnt reset zoom
  • Central hub power/destroy/repair buttons disabled
  • Updated Icon on OutpostPlacement
  • Updated Brig UI To Only show one open slot at a time
  • Set fuel resources to show depleting tooltip and fuel lens resource count when consumption > production
  • Set fuel resources to use a resource model to reduce multiple calls to update tooltip
  • Updated production/manufacturing buildings to show total daily usage(kept per unit countdown/progress)
  • Marine stabiliser now shows correct efficiency
  • Updating new resources icons to be more consistent.


[h3]Misc:[/h3]
  • Fixed multiple small bugs with building attachments such as research lab modules.
  • Fixing a few objects still being visible in darkness
  • Make right click movement move at same speed as mouse world position
  • Emission will not display when outside the light radius
  • Stop resources & rocks from spawning too close to outpost spawn point
  • Increase tree count in coral reef
  • Automatic UV Mode
  • Make sure the uv mode has been unlocked before it is automatically turned on


[h3]Tutorial:[/h3]
  • Added tutorial steps for Air Quality.
  • Removing stockpile coal tutorial event.
  • Updated population task to be dynamic


[h3]Events:[/h3]
  • Malnourished crew event gives tasks
  • Multiple changes to the rewards / outcomes of POI events


[h3]Resources:[/h3]
  • Resource Lens/Counts use all lit and scanned resources
  • Small scanned resources cannot get expedition
  • Fuel lens fix when filtering coal/oil
  • Removed coal/oil from resources lens


[h3]BIomes:[/h3]
  • Coral reef/Kelp forest available at start
  • DarkGlows available after Coral
  • Basalt available after Kelp
  • Volcanic available after DarkGlows/Basalt


[h3]Exploration:[/h3]
  • Change to allow any specialist type to be selected for expeditions
  • Fixed exploration sub status message en route to target


[h3]Brig / Aggession:[/h3]
  • Specialists will show up in brig assigning
  • Crew show as imprisoned on crew management screen
  • Fixed bug where crew would auto assign over others in brig


[h3]Balancing:[/h3]
  • Some tweeks to event rewards and science production
  • Fix for not producing enough food with 1 carb farm
  • Reworked destroyed lab objective
  • Beacons no longer discover biomes, building outpost/other lights can
  • Fixing rare instances of resources failing to spawn in starting zone
  • Adjusting some building costs to use Copper / Aluminium
  • Buffed generalist genomes slightly
  • Changing warnings for malnourished and air quality so they appear less severe
  • Crew with low health can now become sick
  • Only engineer / scientist and above require HQ food
  • Added extra starting crew
  • Added more basic clone slots
  • Adjusted crew requirements on various mid game buildings
  • Expedition subs can only be sent with full crew count
  • Anomaly Darkness Effect will destroy buildings instead of damage them
  • Anomaly Attack that turns off the light will leave a temporary icon on the building



Major Update 0.3.0. Preview

Hey everyone! We're currently well into development of our next major update, and we're just about ready to start sharing some details!

Firstly I want to mention that an early version of this update will be live on the unstable branch towards the end of next week. (Find out how to access this branch here): https://store.steampowered.com/news/app/1254320/view/3889484725164327666

Pending our testing we hope to put it live on the main branch soon after.

[h2]The update:[/h2]
Our key areas of focus are:

[h2]Genomes, and creating the genetic sequence:[/h2]
The next phase of our Cloning updates. We are significantly changing the creation of the genetic sequence to improve the feeling of splicing genomes together for new effects.
Genome collection is streamlined, you now only need access to a genome and can use it permanently (unless the habitat is destroyed or depleted) and do not need to stockpile genomes.
New effects for combinations of genomes are also included along with QoL changes to cloning.
The cloning interface has also undergone significant changes to support the new features.



[h2]New type of Clones:[/h2]
Basic Clones are now the first type you will encounter, these clones are far more imperfect and can only undertake menial roles on the base. This update feeds into our updates to the game pacing and progression changes.

[h2]The Anomaly:[/h2]
Signifigant changes to the Anomaly. includes changes to pacing of the game, the point at which the anomaly appears and how it interacts with the Player in the early and late game. We'll give a little more detail on this alongside the update releasing!



[h2]Game Pacing / Staging:[/h2]
We're putting focus on the games pacing and the players journey through different biomes towards the late game. Biomes have been tweaked to push the player into more exploration and encourage exploring new biomes to access important resources.

[h2]New Buildings:[/h2]
Automation Module: Can replace the labour or Basic Clones.
Tidal Generator: Provides signifigant power output with no fuel cost, but only available within the Kelp Forest Biome.
Bio Generator (O2): Provides signifigant oxygen output with no fuel cost, but only available within the Coral Reefs Biome.




Continued user experience and quality of life updates, changes to events, changes to crew Malnutrition and Respiratory Problems and more!

---------
We'll put out a more detailed change-log at the same time as putting these updates live on the experimental branch, and really look forward to any feedback you have!

Update 0.2.2 - Patch Notes

Hey folks!

Today's update fixes another few issues raised over the holidays. We're now hard at work on the next major update, we'll be talking more about this on our Discord very soon!

[h3]Bug Fixes:[/h3]

- Fix for error when building oil wells in some circumstances
- Updated Advanced Air Purifier Footprint
- Advanced Air Purifier Power Usage description is now correct
- Minor UI fixes

[h3]Performance:[/h3]

- Performance improvements for Status Tags

Update 0.2.1 - Hotfix Patch Notes

Hi everyone! Today's update fixes a couple of small issues introduced with the latest patch.

Bug Fixes:
  • On load Advanced Air Purifiers now reload correctly.
  • Marine Stabilisers now correctly affect Rosefish populations.
  • Remove all modules when parent building is destroyed.