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Developer Diary: Cloud Saves now active

[p]Hello subROVers! [/p][p][/p][p]I'm Jose from retro g sqr3Lab and it's time for a news report, so grab your favorite drink and a snack and without further ado let's talk about [/p][p][/p][p]GAME UPDATES[/p][p][/p][p]A few days ago I published v0.7.60, a tech update addressing a security issue detected in Unity, and a few hours ago I activated Cloud saves. This should all be working smoothly, but do let me know if you have any issues.[/p][p][/p][p]I would like to give a big thank you to Hypercat. I asked for help testing the cloud saves and they immediately volunteered and went through the whole procedure out of the kindness of their hearts. Thank you so much![/p][p][/p][p]STATE OF THE TITANIC[/p][p][/p][p]I've finished the center of the bridge, including the telemotor, plaques, flowers, and the tangled mess of wires behind them. I believe this is the centerpiece of the wreck so I've done my best to represent the plaques accurately: when I "publish" them in game, there'll be no other resource anywhere -games, videos, or pictures-, where you can see all the plaques together with this much detail.[/p][p][/p][p]Overview of the telemotor area (WIP)[/p][p][/p][p]One of several plaques laid by Michael Harris (left-most in the picture above) with final materials[/p][p][/p][p]This I know because I had to research them one by one with the invaluable help from Spencerk062 and Resident Naronic Expert. Every plaque has a story, but perhaps the most interesting one is the typo in the Cobh plaque, which says "Go Dtuga Din suaimhneas" instead of "Go dTuga Dia". The actual character is not quite clear, but it looks more like an n than an a, so I reproduced it the way it looks, rather than the way it should look. [/p][p][/p][p]Cobh plaque in the foreground (WIP). Note how the "n" in Din, third paragraph, has a blurry trace of what looks like part of an "a". Also note the handles, which reproduce the originals down to the type, shape, and braiding[/p][p][/p][p]WORK AHEAD[/p][p][/p][p]I'm currently finishing the sides of the bridge area, and then I'll proceed aft. I won't keep this standard of accuracy, though. I'll make sure that the main elements and proportions are correct, but otherwise I'll focus on shipping asap.[/p][p][/p][p]UNSTRUCTURED THOUGHTS[/p][p] [/p][p]In the last few months I've wrestled with getting information to people on Steam. I'm very active in the Discord server and here on Steam I post about development just about everywhere I can, but I still don't know if any of this information is reaching you.[/p][p][/p][p]It looks to me that the only piece of "news" that actually matters is updating the game, because it necessarily reaches everyone. Perhaps the latest update, however small, will do more to reassure people that I'm committed to the game than all my other efforts combined, so I hope it's all for good. I'm happy I've got the cloud saves working, too. [/p][p][/p][p]At the same time I'd be concerned if updates were the only information that reaches people, but I truly don't know what else I can do until I publish the Titanic and go back to a more balanced content-vs-features developing schedule. [/p][p] [/p][p]A few days ago I was asked in the forum if the game was dead. I'm copying below parts of my response summarizing the current situation: [/p]
  • [p]I'm developing the game alone.[/p]
  • [p]Ever since the 0.7.5 update I have been working on the Titanic. I did not want it to take so long, but several things happened, including Magellan releasing their own game with a scanned model that made mine insta-obsolete. I'm not trying to compete with them, but I want my model to be up to date and have something unique to offer (see above).[/p]
  • [p]For the last couple of years life has been throwing me devilish curveballs, like my studio flooding repeatedly, or very serious family health-related emergencies. I'm ploughing through it all but there's weeks where this impacts heavily my work schedule and there's nothing I can do about it.[/p][p]Here's a short I made a few weeks ago about the studio, [dynamiclink][/dynamiclink]. I had spent several nights without any sleep, taking bucket after bucket of water out, and I was losing my marbles (I think it showsπŸ˜…). Fortunately they've since found and plugged the source of the leaks (a huge underground hole in one of the neighbour's drain pipes), though the room is still very damp and a complete mess. [/p]
[p]There's another bit of recent news, which is that I had to cancel the VR prototype. I misunderstood the terms of the grant and missed an internal deadline, which means I wouldn't receive part of the funds I need to make it happen. In other circumstances I would have tried anyway, but I don't think I can take the extra pressure in something which at this time is not essential (I still want to do it, though).[/p][p][/p][p]On a positive note, the Discord server is starting to take a life of its own, which is fascinating to watch. I like how the "binder" is the game, but people are expanding on various topics way beyond that. I'm learning a lot from it, and have made precious new friends there too. I wish I could do something similar here on Steam, but it doesn't have that kind of immediacy, or I haven't quite figured it out yet. Anyway, if you have Discord you should pay us a visit. We have an awesome new moderator, thank you Beriah Hacker![/p][p][/p][p]And this is all for now! I would like to wish you a very Happy Holidays, and a 2026 full of Delightful Discoveries! πŸŽ‰[/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]I set up a Patreon too, but I don't know if I can post the link, so I'll leave it there πŸ˜…[/p][p][/p][p]Thank you for support - Happy subROVing! βš“πŸ˜„ [/p][p][/p][p]Jose[/p][p][/p][p][/p][p][/p][p][/p][p]PS. Austin, you're definitely not chopped liver[/p]

Update 0.7.60

[p]Hi subROVers! Jose writing -0.7.60 is up and running πŸ˜€[/p][p] [/p][p]About[/p][p][/p][p]This is a minor update that preemptively addresses a security vulnerability in the Unity engine (there's no evidence of it being exploited).[/p][p][/p][p]Upcoming: Cloud Saves[/p][p][/p][p]I'm ready to activate Cloud Saves for the game. [/p][p]The Cloud save system is handled by Steam and I don't need to roll a new update, but before I activate it I'd like to ask you to[/p][p][/p][h3]==>Back up your save data
  • [p]On Windows, the data lives in %USERPROFILE%\\AppData\\LocalLow\\sqr3Lab\\subROV[/p]
    • [p]Copy the path above in your browser and it'll take you straight to the files. [/p]
    • [p]You want to copy the Maps and Profile folders somewhere safe. [/p]
  • [p]On the Steam Deck, you have to dig a bit deeper: [/p]
    • [p]Switch to Desktop (press the power button and choose "Switch to Desktop" in the menu that appears).[/p]
    • [p]The path to the files is Home\\.local\\share\\Steam\\steamapps\\compatdata\\1648760\\pfx\\drive_c\\users\\steamuser\\AppData\\LocalLow\\sqr3Lab\\subROV[/p]
    • [p]Again, the folders you want to copy are Maps and Profile.[/p]
  • [p]Having a backup is always a good idea if you've invested lots of time in the game. In this particular case I advise strongly to do so if [/p]
    • [p]You play the game in two or more devices and [/p]
    • [p]You want to keep them in sync (otherwise you should disable Cloud saves for the game) and [/p]
    • [p]You favor one save over the other(s). [/p]
      • [p]In this case, play the game first in the device with the save you want to keep, and trigger a save (e.g. enter and exit a dive, then exit the game). Steam should save that information in the cloud, then apply it to the other devices.[/p]
    [p]So, this said, [/p][p][/p][h3]==>Back up your save before Sunday [/p][h3]What's Next?[/h3][p][/p][p]Once I activate Cloud saves I'll send a News post to announce it, and I'll give an update on how things are going with the game's development (I was going to do it now but I want to keep this post short and to the point). [/p][p][/p][h3]Get In Touch[/h3]
    • [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, (it's getting really interesting lately!) [/p][p][/p]
    • [p]Through Twitter,
      [/p]
    • [p]Through mastodon,
      [/p]
    • [p]By email (info 'at' sqr3lab.com)[/p]
    [p][/p][h3]Support subROV[/h3][p]
    If you enjoy subROV, please leave a review. It helps a lot![/p][p][/p][p]Thank you for support - Happy subROVing! βš“πŸ˜„ Jose[/p]

    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