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Surviving the Abyss News

Update 0.1.4.10.3

Hi everyone! Today's hotfix is to our Auto-Save on some machines after some users reported that their Auto-Saves were not saving correctly.
Patch 0.1.4.11 will be released later this week!

[h3]Bug Fix:[/h3]
  • Fixed issue where Auto-Save was not working for some users.

Update 0.1.4.10.2 Hotfix Patch Notes

Hi everyone! Today's hotfix is a change to prevent an issue that was found with Powerlines and Tunnels which caused issues with Save Load and building construction. As this issue was caused by holding shift to force right angle Tunnels and Powerlines, we have decided to remove this feature temporarily.

Patch 0.1.4.11 will be released next week!

[h3]Bug Fix:[/h3]
  • Removed right angle tunnels and powerlines, preventing powerlines from breaking and causing knock on effects with save/load.

Update 0.1.4.10 Patch Notes

Hi everyone! Today's patch is focused on Auto Save and Quality of Life Improvements! This covers a few issues people have had over the past few weeks as well as the implementation of an Autosave feature (currently set to 25 mins).
Please continue to submit bugs and feedback here & Discord.
[h3]Content:[/h3]
  • Auto Save (every 25 minutes).

[h3]Bug fixes:[/h3]
  • Fix for Oil Wells not being built.
  • Exploration Subs no longer getting stuck during an expedition.
  • Fix for tunnel connection causing crew not be assigned.
  • Fix for light towers so they're not attacked when UV mode is active.

[h3]Misc:[/h3]
  • Fix for Oil Well Animations.
  • Updated Submarine Factory UI.
  • Destroyed Lab Building Image.

Update 0.1.4.9 Patch Notes

Hi everyone! Today's patch is focused on Performance! This covers performance for FPS in game play as well as improved loading times on larger save files! Also covered were a range of Research Module Attachment improvements.
Please continue to submit bugs and feedback here & Discord.
[h3]Performance:[/h3]
  • Improved light culling.
  • Improved loading times for large save files.
  • Improved performance with many placed/connected buildings.

[h3]Bug fixes:[/h3]
  • Prevent Fauna efficiency module from removing power from the grid when deleted.
  • Fix animation on fauna capture rate attachment.
  • Fix broken material, animation on power efficiency attachment module.

[h3]Misc:[/h3]
  • Improved Research Attachment Module construction animation.

Update 0.1.4.8 Patch Notes

Hi everyone! Today's patch has a focus on Stackable Genomes in the Cloning Inventory, first-pass functionality for the trench extractor, and a few smaller bug fixes!
Next up will be a major performance focused patch, hopefully later this week! Please continue to submit bugs and feedback here & Discord.

[h3]Quality of Life:[/h3]
  • Genomes now stack in the cloning inventory - this prevents excessive lag in the cloning interface when many genomes are present.
  • Cloning time is now listed in hours.

[h3]Features:[/h3]
  • Trench extractor now gathers genetic material - this is an ongoing feature and subject to balancing and changes going forward.

[h3]Bug fixes:[/h3]
  • Fixes for the mining rates of extractors on depleted resources.

[h3]Misc:[/h3]
  • Constructed submarines now spawn with correct rotation.
  • Changed timings on a number of emergent events so they appear later in the game.