1. Surviving the Abyss
  2. News

Surviving the Abyss News

Surviving the Abyss: Roadmap for Early-Access

Hi folks, we wanted to provide some much needed clarity on our plans for early access through to 1.0. We are planning to release 3 larger updates and numerous patches into Q2 2024.

The first of these updates involves major changes to the cloning system. Which we'll cover in a bit more detail below. Following that update, we have 2 more planned, but also want to remain flexible to the desires are requests of players throughout early-access. We're only listing the broad strokes below.

Please be aware this is our current set of goals, but we're open to adjusting our path going forward based on the community feedback.



2023:
Major Update #1
Multiple Cloning Labs: previously a single cloning lab was sufficient to last well into the late game. This change will allow you to create independent batches of clones in multiple locations, and considerably rebalances the system to match.
Modular Cloning Labs: the Cloning Lab is getting a major nerf by default. However, a range of new modules will be added which are attached directly to the doorways of cloning labs. You will unlock, mix and match modules to enhance the functionality of your labs, focusing on certain upgrades for specific labs.
Modules can increase the number of slots available within the genetic sequence, increase the chances of specialists being created in a particular lab and more.

Q1 2024:
Major Update #2
UV modules: previously UV mode was a single unlockable upgrade that applied to all Light Towers and Outposts. We intend to add UV modules which are attached directly to individual Lights and Outposts and must be installed throughout the base. This change is intended to place more meaning and pressure on UV mode and expansion, and bring the threat of the anomaly into the later stages of the game.
Anomaly and Anomalous Biomes: we have a number of updates in mind for the Anomaly as part of this release, including work on biomes with new forms of danger. We don't want to give away everything on this aspect right now!

Q2 2024:
Major Update #3
End game: Considerable expansion of the main narrative, including changes to the existing mission format. Addition of a range of new late game missions, and end game content. We'll be going into more detail closer to release.
Expanded Emergent Event System: We intend to expand the range and content of emergent events considerably. In addition we plan to update the event system to add chains of emergent events, with follow up events occurring depending on the decisions you make.
We're also trying to leave room to be flexible and address additional requests and new design throughout early-access.

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

Patches & Minor Updates:
We also plan to release numerous minor updates and patches during this period.
We intend to put a serious focus on user experience enhancements and bug fixing.
We are also aiming to enhance the tutorial and first time user experience.

Visual Updates:
We aim to enhance the visual experience with reworked biomes, additional environmental content, points of interest and more. This will be an ongoing process throughout the early-access period!

________________________

This isn't an exhaustive list, and there are other aspects of the game we, and the community want to improve and iterate on, including power, research, wildlife capture and more. We'll be updating the community with any changes we make, and continuing to take feedback onboard.
Us at Paradox Arc and RocketFlair all want to extend our thanks to everyone who's engaged with the game so far.

Development Update: 1.0 & Beyond

Hey everyone,

We know that it has been a little while since our last post, so we wanted to address that. The TL;DR is that we’re moving forward with a 1.0 plan!

Over the past few months, we have been monitoring the game and making some difficult decisions about the future development of Surviving the Abyss. That is to say, what is the best for everyone involved and how do we make sure that vision is met?

First, we had to face some hard facts. We are proud of the work on Surviving the Abyss but the reality is that it has not been as successful as we had hoped. While that may seem like a negative point, we are still happy with the quality of the game and the reception from players.

So what is next, you may be asking? Well, the simple answer to that is that we (Paradox Arc and Rocket Flair) are committed to bringing the game to a 1.0 release. Nobody wants abandonware that is left in Early Access with no further updates, and we want to be upfront with you all on that. Unless there is an extraordinary circumstance, we will cease major development of the game after 1.0 and let it exist as it is after this point with support from Paradox as we do for any of the games in our legacy portfolio.

It is never an easy decision to bring a game to a close, but in the interest of doing the right thing for the players that play Surviving the Abyss bringing it to 1.0 and closing it in a stable and enjoyable state with a clear understanding of our future plans—or lack thereof—is the right thing to do.

Thanks for your support of our project. We’ll have more news of content updates for the 1.0 release very soon!

-Surviving the Abyss team

Update 0.1.6.1 Patch Notes

Hi everyone! In today's patch we've fixed several bugs that have been brought to our attention. This include fixes to Objectives and Anomaly.
As always please continue to submit bugs and feedback here & Discord.
[h3]Bug Fixes:[/h3]
  • Fixed Unlock UV mode objective.
  • Fix for Outpost objective not always completing.
  • Fix for the Anomaly attack not appearing.

[h3]Quality of Life:[/h3]
  • Fixed some tooltips getting stuck on in Tech Tree.
  • Changed colours on fauna captured notification.
  • Fixed spacing for building function text on the building selection menu.

Update 0.1.6.0

Today's Patch 0.1.6.0 is for the Wildlife Acquisition System.
This system has been updated to align the functionality of habitat-based buildings, including the Protein Harvester, Biomass Generator and Fauna Trap. These buildings will consume the habitat population, which must be counteracted with a Marine Stabiliser, and a new building - the Marine Restorator.
Buildings on critical habitats will operate at a significantly reduced rate, while depleted habitats will cease to operate entirely. To combat this, a Marine Restorator module can be attached to a Marine Stabiliser, restoring depleted habitats and boosting the replenishment rate nearby.

[h3]Feature:[/h3]
A new building has been implemented: The Marine Restorator.
  • This is an attachment module that connects to the tunnel entrance of a Marine Stabiliser, enabling the population of in-range habitats to be gradually replenished.
  • Marine Restorator is unlocked from the Tech Tree.
  • Marine Restorator UI lists habitats with attached buildings that are in range of the Marine Stabiliser.
  • Marine Restorator UI has a slider to represent the time for the relevant Habitats to be restored.
  • Restorators increase the required power of the stabiliser.

Marine Stabiliser has been updated.
  • Will prevent habitats in range from being depleted (will reach a critical level of 1).
  • Once the Habitat population reaches critical status their rate of extraction will be greatly reduced.

[h3]UI:[/h3]
Updated UI for the following buildings:
  • Biomass Generator.
  • Protein Harvester.
  • Fauna Trap.
  • Advanced Fauna Trap.
  • Bait Selected Panel.
  • Marine Stabiliser.

Performance:
  • Performance improvements for placement of buildings.


Update 0.1.5.3 Patch Notes

Hi everyone! In today's patch we've implemented several bug fixes including fixes to shift clicking buildings blocked by UI, Trench Extractor placement and crew relations tooltips.
Stay tuned for additional updates, and don't hesitate to share your feedback with us either here or on our Discord server.
[h3]Bug Fixes:[/h3]
  • Fixes for Trench Extractor placement.
  • Fix for Crew Relations bar tooltips.
  • Shift click copy is now correctly blocked by UI elements.

[h3]Quality of Life:[/h3]
  • Clickable depleted Habitat alerts.