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Developer Diary: On to the Bridge

[p]Hello subROVers! πŸ˜„ [/p][p][/p][p]Jose speaking on a brief devlog with news on the game: [/p][p][/p][p]STATE OF THE TITANIC[/p][p]A commemorative card I made using the game's model (progress up to September)[/p][p][/p][p]Work on the game still is, for the most part, work on the Titanic. I've just finished A-Deck, with all the collapsed bulwarks, twisted beams, and bits of debris:[/p][p]Overview of the forward section of A Deck looking from starboard to port[/p][p][/p][p]Bird's eye of the forward-port corner, from the well deck to the bridge[/p][p][/p][p]WORK AHEAD[/p][p][/p][p]I'm officially moving on to the bridge now, but I have already revised the structure and modeled the sides as part of work on A-deck. I also have the telemotor and davits in place; I modeled them months ago, so importing and placing them was both swift and satisfactory πŸ˜„[/p][p] [/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p]I had talked of releasing the wreck in beta once I reached this point, but I believe it will be better overall to release the complete model instead, and do it pronto. I don't want to pause the Titanic and work on other bits of the game for fear of losing focus, but the long gap since the last game's update is really hurting the project. Therefore, I will revise the bridge to the same standard I've kept so far, but once I get past Captain Smith's bathtub I'll focus on major inaccuracies only. [/p][p][/p][p]Other than this, I have no particular developments to report. The family issue is stable but very demanding, and the fwd-starboard part of my studio keeps getting water in every time it rains, with no hopes to having either situation "solved" anytime soon. [/p][p][/p][p]As always, let me know your thoughts about any of the above. If you use Discord, I encourage you to come visit the game's server and say hi -I created a Titanic channel and we're having very interesting conversations both about the wreck and the game/model development.[/p][p][/p][p]GET IN TOUCH[/p]
  • [p]From the game - press the Feedback button in the main or pause menus [/p]
  • [p]Through the forum right here on Steam [/p]
  • [p]Through our Discord Server, [/p]
  • [p]Through Bluesky,[/p]
  • [p]Through Twitter, [/p]
  • [p]Through mastodon, [/p]
  • [p]By email (info 'at' sqr3lab.com) [/p]
[p][/p][p]SUPPORT SUBROV [/p][p][/p][p]PS. If you enjoy subROV, please leave a review. It helps a lot! [/p][p]Thank you for support - Happy subROVing! βš“πŸ˜„ [/p][p][/p][p]Jose[/p]

Developer Diary: it's alive! πŸ˜„

[p]Hello subROVvers! πŸ˜„ Jose speaking in the first devlog I publish through the news system. [/p][p][/p][p]First things first:[/p][p][/p][p]THIS PROJECT IS ALIVE AND ACTIVELY DEVELOPED[/p][p][/p][p]So far I've used this board only to announce game updates or important news. For work in progress or quick dev logs, I've used the Discussion Forum's update thread, Discord, and/or socials, and recently I've added a brief dev update header to the game's Steam front page -I thought I had all the bases covered.[/p][p]I don't post every day, but I've never let things stay quiet for too long, so imagine my surprise when several people got in touch recently to ask if the project was dead. None of my updates had reached them at all! [/p][p]From this I've come to the conclusion that most people only sees posts from this board, so they've been getting the impression that nothing has happened since last August. [/p][p]Needless to say I'm quite bummed, but at least it's something I can fix. From now on I will give priority to communication through this board, and I will post short devlogs here every once in a while. I still haven't decided if they're going to be "quick updates" (one-liner+picture), or recaps (several smaller updates in one); let me know what you'd prefer to see.[/p][p][/p][p]With this out of the way, here's what's taking me so long:[/p][p][/p][p]THE TITANIC[/p][p][/p][p][/p][p]I've been working on the Titanic model since the game's last update. I already owned a model that I had commissioned earlier, and I had decided to work 3-4 months on a number of "hero assets" where I would go the extra mile with detail, and release it with a new dive. Then Magellan released their game out of the blue, featuring a model created with photogrammetry, and raised the bar for the wreck's representation significantly. [/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p]I've been working since then to revise my model, both looking at magellan's and at every bit of reference I find (I'm becoming a bit of an expertπŸ˜…). My goal is to produce a model that is generally correct and easy to read (e.g. you can follow the sections of rope); a "study model" that has something for both newcomers and experts alike. [/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p]About the current state of the model: I've been revising it from the forecastle back, and today I have just finished the well deck. [/p][p][/p][p]Once I get to the bridge, I will release the wreck up to that section in beta, and I'll unveil the rest in sections as I complete them. I want to believe I've already done the hardest parts of the model, but there's still plenty to do, and I would very much like to know what you think about the work so far.[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p]And here's why it's taking me so long:[/p][p][/p][p]ONGOING ISSUES[/p][p][/p][p]Not exactly an issue, but, well, it's the Titanic we're talking about! it's the highest-profile wreck, everybody knows it, and yet reference is not nearly as abundant as I had thought. Of course magellan's scan helps, but it's "blurry" in places, with chunks missing or parts where it's not easy to say what's what (this is not a criticism: it's spectacular!). On top of that, as a 3D model, the wreck is half organic, half hard-surface, and it's full of elements that qualify as full projects in their own right (e.g. the telemotor). [/p][p][/p][p]That said, the last year-and-a-half or so has been really difficult for me personally. I'm still dealing with the aftermath of a very serious family issue that I believe I've managed to course-correct but still takes, on a good week, half of my time. On top of that, my studio flooded several times and is partially in tatters, and my health is not great either. I could go on and on πŸ˜… [/p][p][/p][p]Unfortunately I can't pause the world a few hours every day to compensate for these issues, but I've never stopped working on the game. The Titanic is creating a particular bottleneck, but I think it is worth it and all this work will soon start paying off. [/p][p] [/p][p]WORK AHEAD: NSF AND VR[/p][p][/p][p]After the summer I will be working again with scientists in the context of an NSF grant. We're still deciding on what to do exactly, whether something specific for a dive, or a feature that expands the game as a whole. I find this kind of work particularly rewarding and I'm very much looking forward to it.[/p][p][/p][p]Also, last spring I was awarded a grant to develop a prototype for a VR control room, which I will try to integrate with the game starting Q1 2026. To me this is a treat, because I've always wanted to simulate the ROV's control room fully; furthermore, the fact that it is a prototype gives me peace of mind in case it ends up being too complex or difficult to fully develop it. [/p][p][/p][p]Aside from this, there are a couple more things that might crystallize into some exciting news for the game, but I don't want to jinx them so I won't say anything for now 😁[/p][p][/p][p]IN CONCLUSION[/p][p][/p][p]Now you're up to date! I hope this post will dispel the notion that the game is dead. I wish I could work faster, but I'm working as much as I can on it, and I'm doing my best to bring you something memorable.[/p][p][/p][p]GET IN TOUCH[/p]
  • [p]From the game - press the Feedback button in the main or pause menus [/p]
  • [p]Through the forum right here on Steam [/p]
  • [p]Through our Discord Server, [/p]
  • [p]Through Bluesky,[/p]
  • [p]Through Twitter, [/p]
  • [p]Through mastodon, [/p]
  • [p]By email (info 'at' sqr3lab.com) [/p]
[p][/p][p]SUPPORT SUBROV [/p][p][/p][p]If you enjoy subROV, please leave a review. It helps a lot! [/p][p]Thank you for support - Happy subROVing! βš“πŸ˜„ [/p][p][/p][p]Jose[/p]

Update 0.7.50

Hi subROVers! 😊 Jose writing -0.7.50 is now up!



This is a major, cumulative update from three updates uploaded to the Beta branch 0.7.39. I'll post here a recap on all the new content and provide links below to the individual updates, shall you want to look further into the details.

Without more ado, let's take a look:

[h3]New Features[/h3]
  • Upgraded the engine (Unity) from 2018 to 2022 - this alone is a huge leap forward that keeps the game current with the state of the art.
  • Added a new In-Dive Pause menu - the Pause Menu is a trimmed down version of the Main Menu (Gallery, Profile, and Settings) that you can now bring at any time during dives by pressing the ESC key.
  • Sending feedback from the Pause Menu is now the way of sending feedback during dives, to keep the system consistent across the game.
  • Added support for External Display - You can now send the ROV view to the secondary monitor (if available) using the new EXT button located to the right of the ROV camera buttons. This is intended exclusively for observation purposes, so both camera movement and interface elements will be disabled while it is engaged.
  • Added New Damage System - this system allows for both progressive and permanent damage to various ROV systems. At the moment it is active in the ROV camera: if you hit something with the ROV you'll see the view flickering and hear a glitch, "bzzt" sound.
  • The external camera now has a Collision Avoidance System (CAS) that prevents it from clipping with the terrain and other scenery elements while still keeping the ROV in view. The camera also glitches when it enters and exits the "clipping zone".
  • Revamped the Save System, adding crash recovery - the game will take snapshots at various times during dives, and if there's a crash, it will try to load the snapshot when you restart the game. I've had no crashes reported since I corrected the build script last year (to recap: I was building 32-bit versions of the game by mistake), but if a crash does happen, this system should make sure you won't lose your progress.
  • Added Steam player Name and Icon to the Profile - this is a small feature I wanted to add before trying more complex integrations (Cloud save, Achievements).
  • Added support for the Logitech Extreme 3D Pro Joystick.
  • Revised control binding mappings for keyboard and gamepad.
  • The in-dive help screen has changed slightly, and now includes information on the keybindings for turbo lift (which by default are now PageUp and PageDown).
  • Made numerous optimizations and bug fixes across the board, including one where the TMS would start pulling the ROV up for no apparent reason, and fixes to dives where the on-screen goals where not being displayed correctly under various onditions (see notes below).

https://steamcommunity.com/sharedfiles/filedetails/?id=3303366098
https://steamcommunity.com/sharedfiles/filedetails/?id=3246527023

[h3]New Content[/h3]
  • Updated the manual with all the new recently added features.
  • The Research vessel has an all-new, game-optimized model.
  • New Creatures: Angler Fish (Melanocetus), Frilled Shark, Giant Isopod, and Deep Sea Lizardfish.
  • New Wreck: The submarine I-201, resting somewhere in Hawaii.
  • New Music: For the first time, the game now features 40+ minutes of in-dive music (by yours truly -I am a musician by trade). It's sparse, with long pauses in between tracks to avoid getting too much in the way of what you're doing. There's also a new dedicated slider in the settings menu to change its volume specifically (and now you can bring the menu up any time during dives, so you can change it right away).

https://steamcommunity.com/sharedfiles/filedetails/?id=3246340399
https://steamcommunity.com/sharedfiles/filedetails/?id=3233668029
https://steamcommunity.com/sharedfiles/filedetails/?id=3252041736
https://steamcommunity.com/sharedfiles/filedetails/?id=3289980272
https://steamcommunity.com/sharedfiles/filedetails/?id=3298609824

[h3]New Music DLC[/h3]
I have released all the current game music, plus some extras, as a DLC available for purchase here on Steam. I will also release it for free in other platforms (e.g. youtube) eventually, so you can see this DLC as a simple way for generous players to contribute further to the game's development.
This was suggested to me by a player some time ago, but back then I only had the main menu music and thought it was way too little content regardless of circumstances; now there's almost 50 minutes, an album in its own right, and I will add new tracks over time.


[h3]Links to Individual Updates[/h3]
Update 0.7.50
Update 0.7.41
Update 0.7.40

[h3]What's Next?[/h3]
A serious family emergency in late May has demanded most of my time since, forcing me to move things around in the schedule. My next goal is to release the first version of the Titanic dive either this or next month, which I'm really looking forward to doing -making the model has been a huge undertaking and it's almost ready.

https://steamcommunity.com/sharedfiles/filedetails/?id=3303355342

[h3]Get In Touch[/h3]
  • From the game - press the Feedback button in the main or pause menus
  • Through the forum right here on Steam
  • Through our Discord Server,
  • Through Twitter,
  • Through mastodon,
  • By email (info 'at' sqr3lab.com)

[h3]Support subROV[/h3]

If you enjoy subROV, please leave a review. It helps a lot!

Thank you for support - Happy subROVing! βš“πŸ˜„

Jose

Update 0.7.50 (Beta)

Hi subROVers! 😊

Jose writing -0.7.50 is up in the beta branch. Let's take a quick look:

[h3]New Creatures[/h3]
Here's the Giant Isopod, the great pillbug of the deep ocean,
https://steamcommunity.com/sharedfiles/filedetails/?id=3252041736

And here's the Deepsea Lizardfish, Bathysaurus Ferox, with a slender body and many rows of fine, sharp, needle-like teeth.
https://steamcommunity.com/sharedfiles/filedetails/?id=3289980272

[h3]New Wreck[/h3]
I've added an I-201 class submarine to the Hawaii dive -just a small teaser here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3298609824
Note - I decided to not reset Hawaii's map, which might make it harder to find if you have already mapped the sub's location. If you have trouble finding it, just drop me a line.

[h3]Support for Logitech Extreme 3D Pro[/h3]
A kind player left a positive review even though I know for a fact they bought the game specifically thinking on playing with this joystick, and it didn't work. I owed to them to at least try supporting the joystick asap, and I'm very happy that it's now working.

[h3]Bug Fixes[/h3]
  • Fixed/Dives: Several creatures were being placed twice on the seafloor, which sometimes caused issues that would prevent them from behaving as expected.

[h3]Notes[/h3]
  • IMPORTANT: Just reiterating from the previous versions - It looks like there's been cases when, after updating the game to 0.7.40 and beyond, it starts with a low or incorrect screen resolution -or rather, it detects more options than before, and applies the "index" of the one it had previously selected, which is now wrong. That's my best bet at the moment and I don't know if it's worth forcing a "re-choosing". I'd appreciate it if you'd let me know if it's happened to you, and your thoughts on it.

[h3]What's Next?[/h3]
A serious family emergency in late May has demanded most of my time since, which is forcing me to have to move things around in the schedule. I expect to have this version in Beta for a few short days -a week at most-, then roll it to the default branch (everyone) as a major update, which it really is. Then I'll prioritize the Titanic. The first iteration of the model is finished, and I'll be working on the dive next.

That's all for now -have fun exploring!

PS. I always appreciate reviews, good or bad, but the latest few reviews have meant the world to me, moreso if they came from people playing the regular, non-beta version, which is now quite far behind. Thank you. Thank you so much.

Update 0.7.41 (Beta)

Hi subROvers! 😊

Jose here -0.7.41 is up in the beta branch. Let's take a look at the changes:

[h3]Revised Manual[/h3]
The manual is now up to date with all the new recently added features.

[h3]New Creatures[/h3]
Here's the Frilled Shark, with its many rows of teeth and characteristic gills,
https://steamcommunity.com/sharedfiles/filedetails/?id=3246340399

And here's a complete revision of the Angler Fish (Melanocetus), based on this sighting from MBARI
https://steamcommunity.com/sharedfiles/filedetails/?id=3233668029

[h3]New Music[/h3]
There's several new tracks, adding to around 40m of in-dive music. I will make all the music available in various ways later this year.

[h3]External Camera Improvements[/h3]
I've revised the "External Camera Terrain Avoidance System" to tackle edge cases where the corner of the view would sometimes show the back of the terrain (particularly when moving the camera fast against it), and I've changed the way the camera moves so it keeps its height, instead of descending towards the ROV. I've also added camera glitches to the "entry" and "exit" points: right now it's eye candy but I'm considering making this camera damage-able in the future.

https://steamcommunity.com/sharedfiles/filedetails/?id=3246527023

[h3]New Screen Glitch sound[/h3]
I've added a "bzzt" sound to all the cameras' visual glitch effect. It's meant to be subtle, and it might be too soft: I chose to err on the side of caution and revise later if needed.

[h3]Added Steam player Name and Icon to the Profile[/h3]
This is a small, safe feature I wanted to add before I tackle more serious steam integrations like cloud save or achievements.

[h3]Bug Fixes and Other Improvements[/h3]
  • Fixed/Dives: if you docked the ROV with the TMS while it was ascending (with D.Pos on), D.Pos apparently disconnected itself, but if you released the ROV again, the TMS started ascending on its own. This was reported by Venator Draw, who is a veritable saint and waited patiently until I could see this properly.
  • Fixed/Dives: Underwater environmental light still active after ROV resurfaces (a faint bluish hue).
  • Fixed/Menu: The profile in pause menu doesn't load saved data (from v0.7.40).
  • Fixed/Dives: Barrels' icons in San Pedro don't have correct proportions.
  • Improvements/Dives: In San Pedro, the barrels' icons will now appear as big exclamation mark on the map when pinged with the SONAR. This should make them more obvious as points of interest.
  • Improvements/Dives: Revised Tokelau's objectives' description (after player feedback).
  • Adjusted benthic fish collision/school behaviors to help avoid terrain clipping.

[h3]Notes[/h3]
  • The volume I recommend for in-dive music volume is somewhere around 70, regardless of adjustments to individual tracks that I will probably make over time. New installs will have this value by default, but I'm not going to force the change when updating from 0.7.40, since it's minor and subjective.
  • There is a persistent bug with fish behavior whereby they sometimes get into the terrain. I'm very much aware of it and I've done various tweaks to the underlying code to mitigate it. I'm not discarding a major revision in the future, but I'm giving priority to adding content at the moment.
  • IMPORTANT: It looks like there's been cases when, after updating the game to 0.7.40, it starts with a low or incorrect screen resolution -or rather, it detects more options than before, and applies the "index" of the one it had previously selected, which is now wrong. That's my best bet at the moment and I don't know if it's worth forcing a "re-choosing". I'd appreciate it if you'd let me know if it's happened to you, and your thoughts on it.

[h3]What's Next?[/h3]
The next goal is adding three new creatures: the Mariana snailfish, the Giant isopod, and the Lizardfish. Now, I can incorporate the lizardfish to existing dives, but the isopod and snailfish both demand the Challenger Deep Dive, so I'll be adding this new dive too. I don't have an ETA for this -we have a system in place to address technical issues derived from deep dives, but the Challenger Dive will test the literal limits of the game. In principle I'll give it 1-2 weeks, and if I see it's going to take more time, I'll roll this update to everyone.


[h3]Final thoughts[/h3]
As always, I appreciate all and any constructive feedback you have, and I take it to heart, so please do get in touch!

Also, if you enjoy subROV and would like to support the game, please leave a review. If It reaches 50 with the current ratio, it will give it a nice boost -not to talk about the morale boost it gives me 😊

Anyway, thank you so much!

et Monsieur Venator,
"Tu rΓ©clamais le TMS ; il descend, finallement ; le voici :
Une atmosphère obscure enveloppe le ROV,
Aux uns portant la paix, aux autres le souci."

(merci bien mon ami)

[h3]Teaser[/h3]