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Surviving the Abyss News

Update 0.1.4.7 Patch Notes

Back again for another patch. This time the focus has been on crew housing bugs, UV mode changes and a handful of smaller problems reported by the community.
Looking forward to hear more community suggestions and feedback!

[h3]Quality of Life:[/h3]
  • Can now toggle UV mode any time after tech tree item has been unlocked.

[h3]Content:[/h3]
  • Tech Tree upgrade to make depleted resource be mined faster. 1/2 rate instead of 1/4 rate.

[h3]Bug Fixes:[/h3]
Crew Assignment:
  • Damaged Docks no longer stop crew assignment which could cause low framerate.

Tunnels:
  • Fix for short tunnels, created automatically between doorways, not being deleted when destroying a building in a loaded save file. Doesn't affect current save files.

Anomaly:
  • Prevent anomaly damaging research modules as they cannot be selected and repaired.

Misc:
  • Air purifiers can now be manually toggled off.
  • Removed box collider from Creature Habitat - it was preventing clicks on nearby buildings.
  • Missing Resources for building awaiting construction are now displayed on the building construction panel.
  • Added a tooltip to the "Delete Submarine" button to make it clear that it will destroy the selected submarine.

Update 0.1.4.6 Patch Notes

Hey everyone, we're back today for another week of enhancements and bug fixing! Your suggestions, feedback and bug reports are being monitored and we're getting through the list of the most-critical bugs.
Soon we'll be able to share a Roadmap of the future plans for Surviving the Abyss, but for now we're focused on stability and quality of life enhancements.


[h2]Quality of Life[/h2]
  • Destroying buildings during construction now returns 100% of the resources.
  • Clickable status notifications - can now click certain status notifications which takes you to the location of the issue. (e.g. 5 crew are suffocating)


[h2]Bug Fixes:[/h2]

Crew Assignment:
  • Prevent all instances of crew being reassigned while on a transport submarine.
  • Ensure crew are placed within the docks when they arrive after being transported, then correctly walk to end destination building.

Power:
  • Fix for coal generators outputting correct power when crew are reassigned.
  • Fix for fuel consumption being double after loading some save files.

Anomaly:
  • Loading a save file during attack now loads with the attack continuing.

Misc:
  • Updated Habitat lens panel text & sprites.
  • Added event outcome messages for a number of the emergent events.
  • New UI for depleted resources displaying the reduced mining rate.

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.