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Update 0.7.30

Hello subROVers! We've just updated the game to v0.7.30 😁



This update brings together all the additions and improvements we've made since 0.7.25, most of which were already available in the Beta branch. Let's take a look!

Gas Sampler and Tools transport

The all-new gas sampler, docked on the Experiments Platform

The Sampler is a modular tool made of several identical units connected to a common funnel. Each unit consists of a bottle connected to a valve system operated with a handle that rotates into three positions: closed (handle’s arrow points up or down), open (arrow points right), or purge (arrow points left). To sample a gas seep, you rest the sampler directly on it, and open any of its valves. A blue light blinks while it's filling up, and turns green when it finishes. The same light turns red if you happen to sample a second source with the same bottle, indicating an invalid mix, which should be discarded. To empty any of the bottles, you set the valve to "purge".

Opening the valve. It is not necessary to fit the grip with such precision, but it does fit

Currently, the Gas sampler can be found on the South-East vent site at the Rise of the Vents dive, though we'll gradually incorporate it to more dives, where you'll use it to sample gas seeps, gas leaks from pipes, and fuel/oil leaks.

X marks the spot!

We've also made several fixes and improvements to the arm and grip, and devised an automatic system that keeps tools in place while they are being transported on the Platform (in real life they would be secured beforehand), plus we've improved handling of tools (the platform, the sampler) so they are less prone to "break through" the arm's grip while held when the ROV moves fast. This will become increasingly important as we add new tools and objectives that require transporting them to different sites, or if we eventually allow deploying and retrieving the platform itself from the ship.

Control Tweaks for players using Gamepads

We've changed the "main click" from the "A" button to the Right Trigger (X and R2 in a playstation controller); during gameplay, "A" is now bound to the sonar ping. In this way, sonar and scan controls are next to one another and going through menus and the game controls is more comfortable.


Note that this change will apply automatically to the controls in the Main Menu, but not to the gameplay controls (to avoid overwriting your custom bindings). You can either change these bindings manually (if you want to, that is), or just reset all the bindings in the options menu.

We've also changed the Main Menu scroll controls (gallery, settings) from the DPad to the Left Stick, and tweaked the scrolling speed, which was way too high.

Revised Time Control

Time Control is the feature that allows you to descend and ascend rapidly between 50 m depth and 50 m altitude.

We've revised this feature to remove (or noticeably reduce) the frame rate drop experienced in some computers at the maximum setting. We've also renamed it to "Turbo Lift" because this describes better what it does, and we've substituted the "timesX" indication with triangles representing steps.

Added Leatherback Turtle, and fixed the Tube Worms

https://steamcommunity.com/sharedfiles/filedetails/?id=2927247494
Most of the work in this update went towards the Gas sampler, but we've added the Leatherback turtle to the water column, and we've fixed two bugs that were preventing the Tube worms from being scanned, and kept them with their plumes permanently hidden in the tubes. You can find the worms close to the gas sampler, in the Rise of the Vents Dive -try touching them with the arm and see what happens 😀

And more!

There's a new option to disable the "camera wobble" while playing. This comes after a request from someone who wrote it was triggering their motion sickness. When this option is active, the main camera won't move, and its field of view will also be slightly bigger to cover all the panels at once.

The sand in the corer is a bit darker now. This is also after feedback that it was difficult to see.
The marine snow (particles surrounding the ROV) is much denser now. Again this comes after feedback that sometimes it was not dense enough to give a good sense of movement.

We've tweaked the ROV's main light: if you're close to something you'll see more of it's "natural color", and as you move away from it it will shift to blue, as the light gets affected by the water in between.

[h3]Full Log[/h3]

New Features/Improvements:
  • Dives: Time Control renamed to Turbo Lift. This feature has been revised so that the game doesn’t need to go further than 4X real time, avoiding frame rate drops.
  • Dives: Added the Gas Sampler Tool that allows the player to take samples of gas seeps, and added a dock to the Experiments Platform to transport it.
  • Dives: Added Gas seeps.
  • Dives: Revised the arm’s setup and collision volume.
  • Dives: Revised handling of the Experiments Platform, especially when loaded with other tools.
  • Dives: ROV turn speed reduced when the arm is extended.
  • Dives: Arm’s grip now has independent extend/retract speeds (for faster retracting).
  • (feedback) Menu: New option to disable the "camera wobble" while playing. The main camera won't move, and its field of view will also be slightly bigger to cover all the panels at once.
  • (feedback) Dives: Darkened the sand in the corer.
  • (feedback) Dives: Increased the amount of marine snow around the ROV.
  • Dives: ROV’s main light shows objects with their natural colors when close by and shifts them to blue with distance, simulating the effect of the water in between.
  • Dives: Added Leatherback Turtle.
  • Menu/Dives: Gamepad default “select” binding changed to Right Trigger.
  • Menu/Dives: Gamepad sonar ping biding changed to A.
  • Menu: Gamepad Scroll up/Down bindings changed to Left Joystick.
  • Menu: Gamepad scroll speed reduced (e.g. in the Gallery).
Bug Fixes:
  • Dives: ROV arm moves back and forth with ship’s motion when ROV is docked.
  • Dives: Arm's grip doesn’t stop closing when it touches an object.
  • Dives: Retracting the arm when the grip is opening closes it again.
  • Dives: Exp. Platform’s handle sometimes goes through the ROV’s arm grip when moving or turning.
  • Dives: Can’t scan tube worms.
  • Dives: Tube worms’ plumes are always retracted.

[h3]Get In Touch[/h3]

Here's a list of the many ways in which you can reach us:
  • From the game -press F8
  • 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 and would like to support us, please consider leaving us a review. Steam is a deep ocean, and reviews really help us stay afloat!

[h3]Acknowledgments[/h3]

We've like to say thank you to TheNorseman, who tested the betas and pointed out issues when handling the Gas Sampler, to FlyinJ, who sent constructive, helpful criticism about the gamepad controls, and to everyone who's sent us anonymous feedback.

[h3]Teaser[/h3]


Happy subROVing! 😀

Patch 0.7.29 (Beta)

Hello subROVers!

We've received feedback (thank you, TheNorseman!) that the gas sampler's handle was breaking off the arm's grip when transported, so we've issued this patch to fix it. In brief, once you close the grip and start transporting the sampler, it should now stay in place unless you ram it against the floor (in which case it does make sense that it breaks off).

Aside from this fix, we've also made a few other improvements, as planned:
  • There's a new option to disable the "camera wobble" while playing. This comes after a request from someone who wrote it was triggering their motion sickness. When this option is active, the main camera won't move, and its field of view will also be slightly bigger to cover all the panels at once.
  • The sand in the corer is a bit darker now. This is also after feedback that it was difficult to see.
  • The marine snow (particles surrounding the ROV) is much denser now. Again this comes after feedback that sometimes it was not dense enough to give a good sense of movement.
  • We've tweaked the ROV's main light: if you're close to something you'll see more of it's "natural color", and as you move away from it it will shift to blue, as the light gets affected by the water in between.


The two last items will probably need some tweaking (the snow might be too dense now). We'll appreciate it if you could test them and let us know what you think either here, on in Discord.

If nothing changes (đŸ€ž), the plan is to spend the next couple days testing this build and possibly adding a new creature, then roll out .30 to everyone during the weekend.

Happy subROVing! 😁

Update 0.7.28 (Beta)

Hello subROVers!

This Beta update adds a new tool, the Gas/Liquid Sampler, which allows you to sample Gas Seeps (also new to the game), storing the samples in independent bottles.

The all-new gas sampler, docked on the Experiments Platform

The Sampler is a modular tool that consists of several identical units (three, in the current configuration), connected to a common funnel.Each unit consists of a bottle connected to a valve system, which is operated with a handle that rotates into three positions: closed (handle’s arrow points up or down), open (arrow points right), or purge (arrow points left). To sample a gas seep, you rest the sampler directly on it, and open any of its valves. A blue light blinks while it's filling up, and turns green when it finishes. The same light turns red if you happen to sample a second source with the same bottle, indicating an invalid mix, which should be discarded. To empty any of the bottles, you set the valve to "purge".

Opening the valve. It is not necessary to fit the grip with such precision, but i does fit

Currently, the Gas sampler can be found on the South-East vent site at the Rise of the Vents dive, though we'll gradually incorporate it to more dives, where you'll use it to sample gas seeps, gas leaks from pipes, and fuel/oil leaks.



After adding the Sampler to the game, we've made several fixes and improvements to the arm and grip, and devised an automatic system that keeps tools in place while they are being transported on the Platform (in real life they would be secured beforehand); we've also improved handling of the Platform itself so it is less prone to "breaking through" the arm's grip while held, if the ROV moves or turns around fast. This will become increasingly important as we add new tools and objectives that require transporting them to different sites, or if we eventually allow deploying and retrieving the platform itself from the ship.

In-editor capture transporting the Platform, loaded with tools

This update touches some of the most finicky systems in the game, so we'll keep it in the Beta branch for a few days while paying extra attention to your feedback. The plan is to keep testing it while we add a few low-risk tweaks and assets in preparation for v0.7.3, which we'll then roll to the main branch.

Update: The latest version of the manual is now online, with a new section on taking gas samples (p.32).

Happy subROVing! 😁

Update 0.7.26 (Beta)

Hello subROVers!

This Beta update focuses on the Time Control, the feature that allows you to descend and ascend rapidly between 50 m depth and 50 m altitude.

The speed increase was achieved by making the game itself run at a higher time scale, but at the highest setting (8X), the frame rate dropped noticeably in some computers. This had no effect on gameplay but didn't look good, so we've revised the feature to achieve the same effect without going into 8X. We've also renamed it to "Turbo Lift" because the name describes better what it does, regardless of how it works internally, and we've substituted the "timesX" indication with triangles representing steps.

Happy subROVing, and HAPPY NEW YEAR! 😁

Update 0.7.25

Hello subROVers! We've just updated the game to v0.7.25 😁



This update focuses on collision sounds: we've added collision and scrape sounds to the buoy and the ROV (with individual sounds for the body and arm), and while we were at it we've also added sounds for the ROV entering and exiting the water.
Finally, we've aged the docking platform as now it's obvious that the ROV scrapes against it when docking.

(before/after)

Our approach when adding these new sounds has been cautious; in most cases, you will hear them only if you pay attention (but you will hear them if you are reckless: see exhibit A).
The arm in particular is fairly quiet; you'll hear collision sounds if you ram, say, the experiments platform, but most small interactions and touches will be silent (which we can reason by saying that the arm is decoupled from the body, so by default you shouldn't hear it).
Over time, our goal is to keep refining the system to give as much feedback as possible while avoiding annoying retriggers.

Here's the full log:

New Features/Improvements:
  • Dives: (feedback) New collision/scrape sounds
  • Dives: Added enter/exit water sounds to the ROV
  • Dives: Added wear and tear to the ROV docking platform
Bug Fixes:
  • Dives: Tuna makes instantaneous turns (sorry, tuna! 😅)

[h3]Get In Touch[/h3]

Updates will slow down a bit in the next week or so for obvious reasons, but we'll be active if you need any help. Here's a list of the many ways in which you can reach us:
  • From the game -press F8
  • Through the forum right here on Steam
  • Through our Discord Server,
  • Through Twitter,
  • By email (info 'at' sqr3lab.com)

[h3]Support subROV[/h3]

If you enjoy subROV and would like to support us, please consider leaving us a review. Steam is a big ocean, and reviews really help us stay afloat!

This said, it's time to wish you

[h2]HAPPY HOLIDAYS!![/h2]

Wherever you are, stay safe, stay warm, and have a whale of a time!

Happy subROVing! 😀