1. Surviving the Abyss
  2. News

Surviving the Abyss News

Update 0.1.4.5 Patch Notes

Hey everyone, back today with another bunch of changes and enhancements. We're still hard at work on many of your suggestions, the community feedback has been invaluable.
We just want to note, that this patch fixes the bugged behaviour with the UI on the Trench Extractor. However this building is being redesigned, and currently does not output anything. We expect to have the new functionality for this building implemented next week!

[h2]Quality of Life / Accessibility[/h2]

Input:
  • Implemented key rebinding - subject to changes based on community feedback.

UI:
  • Production buildings now display time in in-game hours.



[h2]Feature[/h2]

  • Deep Vein Extraction: Extractors will now mine depleted resource deposits but it takes quadruple the time.


[h2]Bug Fixes[/h2]

Submarines:
  • Fix for buildings being stuck as unrepairable on loaded files.

UI:
  • Food HUD should now show the correct average consumption rate.

Oxygen:
  • Fix for oxygen networks being broken on some loaded files.

Anomaly:
  • Can activate UV mode as soon as you unlock it, if the anomaly was attacking at the time it was unlocked.

Tutorials:
  • Updated wording in tutorial for clarity.


[h2]Performance[/h2]

  • Adjusted light culling distances and volumetric lighting tweaks to reduce flickering. More work to come on this very soon, it's a top priority for us.
  • Added FPS limiter to settings.

Update 0.1.4.4 Patch Notes

[h2]Bug Fixes[/h2]
Save/Load:
  • Save Load if a building is snapped to a habitat or resource. Prevents instances of being able to stack buildings on a single habitat.
  • Fix for being unable to save the game in some circumstances.
  • Fix for advanced fauna traps not placing in some loaded files.
  • Crew travelling to a docks building during save/load will no longer get stuck in the Docks.

Sonar:
  • Sonar Beacon placement now returns to sonar tower panel when on cooldown.

UI:
  • New UI Scaling for Full Screen Menus. (Work-in-progress)
  • Fix for Full screen menus getting stuck open in some circumstances.
  • Fix for broken status tags on loaded file.

Crew:
  • Fix for Crew stalling at 67% healed in Hospitals.

Audio:
  • Tension of music will lower over time after threat attack.

Buildings:
  • Fix for Building repair resources being taken multiple times.

Objectives:
  • Construct submarine task now accounts for already constructed submarines.

Resources:
  • Oil Refinery UI now works as expected.
  • Fix for extractor building UI getting stuck on when their resource has been depleted.

[h2]Performance Improvements[/h2]
UI:
  • Various minor improvements to UI optimisation.
  • Adding settings options for Volumetric Fog Quality.

Update 0.1.4.3 Patch Notes

Hi everyone - We've been keeping a close eye on the Discord and Community Hub, and have been hard a work on fixes for some of the most pressing issues. The launch has been really exciting so far, and just want to reiterate our thanks for everyone continuing to provide feedback. We'll be back early next week with more progress!

[h2]Bug Fixes:[/h2]
  • Fix for not being able to build Advanced Fauna Traps on Anomalous Habitats in some loaded files.
  • Fix for full-screen menus getting stuck open for some users.
  • Fix for wrong text in end-game mission.
  • Fix for issues with randomisation of specialists when creating clones.


[h2]Performance:[/h2]
  • Minor optimisation of visible meshes and plants.

Update 0.1.4.2 Patch Notes

Hey everyone! Third patch is live and we're hard at work on some of your suggestions and bug reports. Want to take this opportunity to thank everyone on the Community Hub and the Discord for helping us identify these issues. Please also continue to report bugs using the in-game reporting tool.

We're also aware balancing has been a difficult point for some in the community. We're identifying areas where we can improve the experience, while retaining a challenge. Today's patch implements further balancing changes, and there will be lots more to come next week and onwards.

[h2]Balancing:[/h2]
  • Add large quartz and large concrete deposit to Seagrass Dunes and Kelp Forest.
  • Tuned frequency of Anomaly attacks in both wave format and in darkness.
  • Reduced concrete/quartz/steel costs for several early game buildings.


[h2]Bug Fixing[/h2]
UI:
  • Fix for broken status tags on loaded file.
  • Fixed issue where tunnel materials would break full screen menus.
  • UV mode button will toggle off when anomaly encounter is over.
  • Updated Production Building UI for improved clarity.


Input:
  • Added Alternative Movement and Camera Orbit controls. This is a temporary fix as we work towards implementing full key rebinding.


Save/Load:
  • Fix for a bug in exploration manager preventing new save files from being created.


Status Tags:
  • Fix for tags getting stuck to the camera position and moving with the camera in certain circumstances.


Buildings:
  • AoE objects are now sized correctly on load.
  • Deleting a building snapped to a habitat or large resource now correctly sets the grid squares back.
  • Fix for Hospitals breaking on load/not healing Crew.
  • Prevent Crew from being manually unassigned from Living Quarters.
  • Locked building slots are now saved.


Events:
  • Fix for event outcome notifications not appearing.


Wildlife:
  • Fauna rarity categories renamed to Common, Uncommon, Rare, and Very Rare.


Art Assets:
  • Fixed the material on the Anomaly attack animations.

Update 0.1.4.1 Patch Notes

[h2]Bug Fixes[/h2]
Save/Load:
  • Fix for save files being deleted when trying to overwrite saves in some circumstances.
  • Fix for some instances of being unable to successfully save during a playthrough.
  • Highlight all parts of Tunnels when O2 lens is active in a loaded game.
Sonar:
  • Fixed issue where sonar UI would break and block further use if a sonar tower was deleted during recharge.
UI:
  • Fix for Fullscreen menus getting stuck open in some circumstances.
Crew Relations:
  • Crew Relations Recent Death Affecter is now removed properly.
Buildings:
  • Fix for Submarine command O2 and Power requirements showing 0.
Balancing:
(Some will only affect new playthroughs, rather than existing saves)
  • Added 10 aluminium to starting resources
  • Rebalanced tech nodes for air purifier and reinforced drill bits
  • Added 2 more small quartz deposits (seagrass dunes and kelp forest)
  • Added new resource rewards for early objectives (Added folder to Objective outcomes and moved PoI resource reward scriptable objects into their own folder)