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Aground Zero News

Update 0.4.11

This is another small update with some bugfixes and minor improvements.

Changelog:
  • Added Large Generator (get blueprint from the printer after unlocking the interstellar drive)
  • Changed icons for com device, locator, mass miner
  • Edges of the map will show a red forcefield when you hit them (so you know you can't go through them)
  • Fixed block of flood next to glass bug
  • Fixed memory leak
  • Fixed issue where you could ride dragon through teleportal into a vehicle


I'm also planning on doing a video each week from now until our launch April 4th, showcasing different parts of the game I think are interesting. This week's video is about the Mass Miner:
[previewyoutube][/previewyoutube]

My kid really likes playing around with this and mining huge chunks of the world, and it makes it easy to manipulate and create large bases.

Minor Bugfix 0.4.9

There's nothing exciting here, but I did fix a bug that greatly increases performance if your world has a large number of items laying on the ground.

Changelog:
  • Optimized for areas with large numbers of items
  • Added option to disable warnings on structures
  • Added warning when get the dishonored one quest that it locks the science path ending (if you haven't already done so)

The Final Boss Fight, and Full Launch Date revealed!

The Magic Path ending is here, and it includes the only planned boss battle in Aground Zero! I hope you bring lots of burgers!

[previewyoutube][/previewyoutube]

The Dishonored One was one of the more disappointing boss fights in the original Aground. He was from the race of original magic users (who taught the enemy everything they knew), and after a big setup, the fight itself was pretty easy. So, for Aground Zero's magic path, I wanted to give him another chance!

You can complete the Magic Path ending after the Science Path one, but not the other way around. However, the dialogue and feel of the ending changes if you complete the Magic Path ending first.



This is the last major planned content update (although we'll continue to make bugfix and quality of life updates), which is really exciting. We also set a date for our full launch:

We'll be transitioning out of Early Access on April 4th, 2025!


I hope you're all looking forward to that! We'll be translating the game into other languages, and working on the console port (which will, unfortunately, not be ready by April 4th), so there's a lot to come.

Changelog (Update 0.4.8):

  • Added Magic Path ending
  • You can now land on Seuden 999b
  • Added achievements
  • Mass Miners can now be upgraded to use less power per block
  • Changed bedrock between layers on Earth to a mineable (but hard) material. This does allow you to flood your base, or let Wyrms fall into it, but hopefully by the time you unlock enough mine power, you know what you're doing.
  • When placing lots of forcefields/glass, it'll refill the selected stack with other stacks in your inventory (if available).
  • Added option to disable to prompt asking if you want to dismantle structures
  • Added power to CaptAIn's Colony after upgrading the teleportal (so it doesn't run out)
  • Increased pause menu open speed

Quality of Life Update 0.4.3

While I'm still waiting for the assets needed for the final ending, I thought it was a good time to do some quality of life updates. Some of these are quite nice, including an overpriced, but super powerful mass miner tool!

Changelog:
  • Added Mass Miner tool - buy in the vending machine for an outrageous amount (it's worth it).
  • Added Bank structure (can sell items sent to it, and allows you to transfer credits between players).
  • Added Block of Flood (craft in Magic Lab, endlessly floods water)
  • Added Com Bot side quest on CaptAIn's Station
  • Added achievements
  • Can now revive Bats from meat, and Wyrms from dragonblood
  • Allowed crafting of nutrient bars before assembler quest
  • Increased gold ore generated around starting area for new games
  • Fixed auto builder bug


At this point, I think I'm going to start work on the final ending with placeholders, and I hope to have that done sometime next month (hopefully with the final models done then too)!

Small Update 0.4.1

Right now, I'm waiting for the final assets needed for the second ending - I'm hoping they will be done soon. But in the meantime, there's still bugfixes, minor improvements and quality of life changes to add!

Changelog:

  • Added skip tutorial quests option (for those starting lots of new games)
  • PAI will now give the interstellar drive quest if the peacemaker has left and you still haven't gotten it
  • Added limit of 100 ships dispatched into Seuden Orbit
  • Stacks of boring machine blueprints now unlock the correct amount.
  • You can now buy boring machine blueprints in the vending machine if you missed them in the subways.
  • Labelled the feed slot so it's more clear.
  • Auto builders wont both try to build the same blueprint anymore (this caused both of them to request ingredients for the blueprint, and ended up with some resources left unused in the auto builder).
  • Transmutation now clears water from blocks (so no accidental infinite water spawners are made).
  • Turrets now heal slowly over time when powered - so they don't slowly lose health in battle until they die (they can theoretically win a battle and heal before the next one).
  • Incinerators will no longer accept items from belts with priority none (it wouldn't request them, but could still destroy items if they were forced that way).
  • Enemies now die if they fall off the edge of the world.
  • When setting priority/accepted food, it now shows all craftable and seen items, not just seen items (as you might want to set priority of items you are going to craft, or have never been in your inventory or storehouse).


I'm still hoping for an early 2025 release, but I want to finish the second ending and get started on translations/publishing tasks before setting a firm launch date.