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Techtonica News

We gave Conveyors and Power Floors a redesign ahead of Early Access 🏭

Did you know that the Conveyor Belts and Power Floors in Techtonica have been purely placeholder for the last year or so?

It’s true. And it was something we wanted to address before we hit our Early Access launch this summer.



The differences between the old and new Conveyor Belts are subtle, but the Power Floors have received a major overhaul that helps with legibility and gives us the option to let players customize them in the future.

I’m getting ahead of myself. Let’s start by comparing the old models to the new ones.

[previewyoutube][/previewyoutube]

Dig in, Groundbreakers!

[h3]Compare and contrast[/h3]

Right, let’s start with the Belts. The differences between the old Belts and the new Belts are relatively minimal. First, the old belts.



We played around with many changes to these before finding a happy middle-ground between adding new stuff and retaining the visual clarity we'd already established. Here are some of the concepts we toyed with.



Now for the new Belts, and then I’ll get to the subtle changes.



Okay, the new Belts have more grime and grit without sacrificing visual clarity. You can still tell they are belts, and the chevrons on top signal their direction. We’ve also retained the flowing lights on the side to help spell out direction when you’re viewing them from a distance, too. If you’re looking closely, you’ll also see that belts now have rails along the side to better fit into the Techtonica universe.

Like I said, subtle changes.

The Power Floors, then, are way more apparent. Let’s start with the old ones once more.



You’ll immediately notice that they are dark and hard to read. They also don’t really match the materials available to the player during the beginning of the game. They look too futuristic when they should, instead, match the grittier feel of ANEXCAL’s aging outfit on Calyx.

How about the new ones?



Much, much better.

The old Power Floors signal that they are powered by adding hard-to-see blue-ish lights to the top. The new Power Floors add bright lights to their corners, and being able to tell when they are on or off is way, way easier. We also opened the sides so that players could see through them and maintain sightlines when the Floors rise to higher levels in more vertical builds.

[h3]Plus, we’ve done a bit of future-proofing[/h3]

When we were concepting the Power Floor updates, we wanted to ensure we were ready for eventual customization. Yes, some customization options will come to Techtonica. This won’t be ready at Early Access launch, but down the line, we’ll be giving folks the ability to paint floors, and the new designs make that possible.

Here are some art mock-ups to give you an idea of what I mean.



The tops are free from significant design elements to allow for eventual painting. Again, this won’t be with us at Early Access, but it’s coming soon™.

That’s it for this week’s update. We’ll be back next week with, potentially, a longer developer commentary video.

Techtonica launches into Early Access this summer. We’ll see you then!

https://store.steampowered.com/app/1457320/Techtonica/

Techtonica will include Ultrawide Support at Early Access launch

We heard you loud and clear. Techtonica will support ultrawide displays.

Say goodbye to the black bars on the sides of your display that hang out as you’re sculpting the alien caverns of Calyx.

Say hello to fullscreen.



[h3]Ultrawide support will be available at Early Access Launch[/h3]

While the ultrawide community represents a relatively small slice of the massive Steam player base, it tends to be vocal and passionate about the enhanced display resolution. We get it. You want games to fit your setup; it makes sense.

The fact is several of our team members have ultrawide displays. They’ve wanted this for a long time, too.

[previewyoutube][/previewyoutube]

While we knew this request was out there, we weren’t sure when we’d tackle it. Building an Early Access game like Techtonica means shifting priorities and juggling feature requests. Whether it’s a design overhaul that rebalances in-game recipes or demand for a feature like UW support, we have to figure out how to dedicate our small team to build the game we want players to enjoy.

We listen to players, we read forum posts, we try our best to gauge what’s important, and we go from there. We also have to balance that action with building and testing the game itself. Sometimes, those two things are at odds with each other.



Ultrawide got reprioritized this spring, thanks to your feedback, and we’ve made sure that it’ll be ready for Early Access Launch this summer.

In addition to ultrawide resolutions, players will also be able to set their FOV. This is an oft-requested feature, too, for reasons including the prevention of motion sickness for some folks.

Did you hear? Our Discord was recently overhauled and now features weekly events like streams, Q&As, and more. Come hang out!

If you haven’t already, Wishlist Techtonica on Steam!

https://store.steampowered.com/app/1457320/Techtonica/

Techtonica’s Early Access release window revealed

Greetings, Groundbreakers! We’re thrilled to share that we’ve officially narrowed the release window for Techtonica.

[previewyoutube][/previewyoutube]
[h3]Techtonica will launch into Early Access in Summer 2023.[/h3]



[h3]What are we working on right now?[/h3]

Now that we’ve narrowed our Early Access release window down to this summer, we’re only a few months away from getting Techtonica 0.1 in your hands.

The focus right now for the bulk of our small studio is on performance enhancements. We’re working to lower the minimum required specs as much as we can for Techtonica ahead of launch, and that includes adding behind-the-scenes tech like the occlusion culling we described in last week’s update.

While we’re essentially content locked for 0.1, there are a few surprises that we’re polishing up for our Early Access launch, too. We’ll save those for later, so stay tuned.



[h3]What’s coming after the 0.1 launch?[/h3]

The bulk of our tech team’s working on optimization for 0.1. But, we have artists and designers hard at work on what’s next. We’re not ready to reveal that quite yet, but we have plans to start showcasing what’s coming soon.

Techtonica’s Early Access launch comes first.

We have years of content planned for Techtonica. A lot can and will change over the course of development, so we’re not ready to share what we have planned for the far-off future.

The near-term stuff, though? We’ll publish a roadmap in the weeks ahead of Early Access launch that offers cursory details for what’s coming in the near future, such as milestone updates (0.2, 0.3, etc.).

Until then, thanks for reading, Groundbreakers. We can’t wait until your adventures below the surface of Calyx begin this summer.

Want to chat about the trailer and release window? Have questions for the devs? Join our discord.

Techtonica hits Early Access this summer.

https://store.steampowered.com/app/1457320/Techtonica/

Here’s how we’re optimizing Techtonica

You can play the Techtonica demo right now on Steam. We’re keeping it up until we’re closer to launch, but…

…it’s not entirely representative of the game experience players will have when we launch into Early Access this year.

We’ve made tremendous gains in level, art, narrative, and progression design. The gameplay loop in the demo is a close approximation to the Early Access launch version of Techtonica, but the stuff that surrounds it has seen a lot of updating.



One of our main focuses as of late has been optimization work. Today, we’ll share some footage of the demo against the current in-dev build, and we’ll dive deep into the occlusion culling system we have in place for big optimization enhancements.

Let’s dig in.

[h3]Early framerate gains[/h3]

We put together a quick video pitting the demo against a recent in-dev build of Techtonica. You’ll see Steam’s FPS counter running in the top-left corner. Here are some things to note before you watch.

  • Performance in our demo was solid, but...the level was barely decorated and a lot smaller.
  • This video compares the demo to the still in-dev, Early Access version of the game.
  • The Early Access version is 10x bigger, and it features enhanced elements like more lush plant life, facilities, and waterfalls. Put simply, it runs better even though there’s a ton more to load.
  • The optimization work isn’t done! In fact, we captured this footage in front of PT VICTOR, which itself hasn’t been optimized. This will improve!

The first half of the video is the demo, the second is the in-dev version of the game as of April 2023.

[previewyoutube][/previewyoutube]

It’s important to note that we’re still improving performance and optimizations. These gains really took off over the last couple of months as our team shifted focus to optimization work.

How did we do it? Well, let’s dive into one of the bigger ways…

[h3]What is occlusion culling, and how are we using it?[/h3]

The terrain and all props in Techtonica are split into 30m x 30m columns. We call these columns "chunks." We used to keep everything within visible range of the player loaded in all at once, but there are so many cave walls that block players' vision of everything behind them.

For example, you could be in a small cave, but there might be a huge cave behind a wall in front of you. You can't see the big cave because of the wall; but, if that wall didn't exist, you’d be able to see everything. Our old system would have rendered everything behind this wall. This can amount to tens of thousands of plants and machines and other expensive landmarks, like Production Terminals and Facilities, all getting rendered when they don't need to be.



In most games, you can pre-compute information about when to hide those objects since the position of the big props in the game never changes. However, in Techtonica, you can destroy just about everything in the game, so we cannot pre-compute that data. A wall hiding your view of another cave might get M.O.L.E.d away in a few minutes.

To solve this, we've rigged up a system to detect when those 30 x 30 "chunks" are blocking the visibility of another chunk or if they’ve been dug out with the M.O.L.E..

Using a simple search algorithm combined with this data, we can evaluate quickly which chunks are not visible to the player, and we can hide everything in those chunks (machines, belt resources, plants, rocks, facilities, etc.).

Below, you’ll see two GIFs.

First, we have a player panning back and forth with an overhead of the map. The front half of the GIF features no occlusion culling. The second half features occlusion culling, and you can see the map space load in and out as the player pans.



In this next GIF, we show you the moment when a player bursts through a wall with the M.O.L.E.. The map loads as the line of sight is established.



This is a really big win for us as we more or less cut down the amount of stuff rendered and visually simulated to a tenth of the original amount in most cases!

That’s it for this update. See you next week!

P.S. We totally overhauled our Discord and are now hosting community streams and events all in one place. Come hang out! discord.gg/Techtonica

https://store.steampowered.com/app/1457320/Techtonica/

Meet Techtonica’s new Community Manager!

We have a brand new member of the community and marketing team.

Over the last several weeks, the Fire Hose Team quietly welcomed its newest member, Lauren, into the fold. Lauren’s been hard at work learning the ins and outs of Techtonica, our community, and our future plans to serve players as the Community Marketing Manager.

Say hi to Lauren!

[previewyoutube][/previewyoutube]

This week, Lauren’s overhauling our Discord with a fresh onboarding experience, server enhancements, community events, Discord-exclusive stream announcements, and loads more.

You’ll see lots of Lauren on the Steam forums, too, but the best place to connect with fellow Groundbreakers, developers, and our Community team is our Discord.



We’re hosting a livestream with Lauren later this week on Discord (check the #📅-events channel in Discord that stays updated with all announced events), but! We thought we’d kickstart the conversation and offer readers a small chance to get to know Lauren a bit better before then with a quick Q&A.

What is your favorite game, and why is it Techtonica?
I love building games! Not only is there a great story in Techtonica (hehe), but the mechanics of building a factory are very intuitive, alongside a really beautiful glowing landscape.

Okay, seriously, do you have a favorite game or genre?
Besides open-world survival craft games, I truly adore large-scale RPG games with deep lore & magic. The Dragon Age series is a favorite!

What’s the most interesting game you’ve played so far in 2023?
I enjoyed playing DARQ as it had really unique level design and mechanics! A great indie horror game with fantastic music and art design.

How did you hear about Techtonica? What made you apply for this gig?
I actually wishlisted the game long before seeing the job posting! I’d been looking to switch from the music industry to gaming full-time, and Fire Hose seemed like the perfect team to join.

How do you spend your free time when you’re not gaming?
I read a lot of fantasy books and like to cook recipes inspired by them! I have a fully stocked medieval fantasy kitchen, and I like to spend time DIY-ing stuff around the house.

Finally, dogs or cats?
Why not both? I have two dogs and a cat and refuse to choose between them.

—

We’re excited to have Lauren on the team.

In two weeks? We’re sharing another bit of big news.

Until then, see you next week, Groundbreakers.

https://store.steampowered.com/app/1457320/Techtonica/