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THE SIGNAL: Stranded on Sirenis News

Check out our first SINGLE, from The Signal's OST

Happy Friday! We've got a đŸŽ¶treatđŸŽ¶ for you.
[p][/p][p]Sit back and enjoy a clip of this beautiful track from The Signal composed by Murray Lightburn (We Happy Few) with vocals from Emi Evans (NieR: Automata).[/p][p][/p][p]Check out a preview here:[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]"Heavens" is now streaming on major music platforms.[/p][p]Check the full version on your favorite platform here: [/p][p]http://ffm.to/malheavens[/p][p] [/p][p]The full game is exclusively composed by Murray Lightburn, and we look forward to sharing so many more amazing tracks with you![/p]

Bug Fixes and Improvements!

[p][/p][p]Hello friends, enemies and frenemies of Sirenis! [/p][p]Since launching the demo, we've been tracking all of the comments in the Steam discussion boards, our Discord, and from videos on YouTube and Twitch. It's been SUPER helpful to have so much feedback on our game, and our team of 5 have been hard at work addressing dozens of bugs, player experience improvements, and feature requests. This post is to share the full patch notes for the various game updates we've done since launching the demo: [/p][p][/p][h2]Patch Notes for 10/9/25 Build (Pt. 1)[/h2]
  • [p]Respawn timer for enemy spawners increased to 20 minutes instead of 5,[/p]
  • [p]Spider loot table adjusted for Venom Sac (40% instead of 85%),[/p]
  • [p]Disabled one node in the tech tree,[/p]
  • [p]Increased Flameback Crocodile health by 25%,[/p]
  • [p]Fixed crash with medkit bay related to save/load,[/p]
  • [p]Updated Demo watermark to display project version,[/p]
  • [p]Removed “Unlock Recipes” string processors and crafting stations when recipes already exist,[/p]
  • [p]Replaced thumbnail on save files,[/p]
  • [p]Temporarily removed timestamp on save files,[/p]
  • [p]Fixed Blocker Bug that wipes out player inventory related to equipment,[/p]
  • [p]Decreased Longneck Saber health by 50%,[/p]
  • [p]Doubled health of Blinkhares,[/p]
  • [p]Updated icons for Capax Neurochips,[/p]
  • [p]Updated the interface for all processors,[/p]
  • [p]Updated the Equipment slot behavior (dedicated slots + highlight when selecting a Neurochip),[/p]
  • [p]Moved Demo END Sequence towards the Scorched Rift gate opening,[/p]
  • [p]Blocked off certain Scorched Rift passageways,[/p]
  • [p]Added a highlight to the Research tree tab that you are currently in,[/p]
  • [p]Updated Crafting Station icon in research tree,[/p]
  • [p]Update the Crafting Station Icon,[/p]
  • [p]Fixed the Flashlight objective so that it can clear,[/p]
  • [p]Populated Overworld with more creatures,[/p]
  • [p]Moved a vehicle piece,[/p]
  • [p]Enhanced Signs and Feedback for Overencumbrance (communicate that you can’t jump),[/p]
  • [p]Fixed the Hunger objective so that it can clear,[/p]
  • [p]Fixed the Thirst objective so that it can clear,[/p]
  • [p]Decrease Stamina Regen rate by 50%,[/p]
  • [p]Improved visual indicator for certain quest items[/p]
[h2]
Patch Notes for 10/9/25 Build (Pt. 2)[/h2]
  • [p]Indicated difficulty level selected in the Pause menu,[/p]
  • [p]Set Motion Blur and Film Grain OFF as default (deleting local files is required to see this in effect),[/p]
  • [p]“Input research items” objective now clears when you input research items, rather than when research is finished,[/p]
  • [p]Resized bulkroot consumable when equipped,[/p]
  • [p]Falling to your doom in alien facility is now appropriately deadly,[/p]
  • [p]A BIG pass on balance changes, mostly to reduce the amount of grind (full details are on Discord)[/p]
[p][/p][h2]Patch Notes for the 0.2.1 Build: [/h2]
  • [p]Pushed a potential fix for the Building Dematerialize bug (Could not reproduce the bug reliably, so the fix is uncertain),[/p]
  • [p]Implemented a safeguard for Starting Equipment (Cutter + Pistol),[/p]
  • [p]Fixed a bug impacting Inventory Upgrades,[/p]
  • [p]Fixed the issue with the shotgun,[/p]
  • [p]Added visual feedback about the HP amount (Inventory screen),[/p]
  • [p]Visual feedback the relationship between HP GAIN and Good Hunger Status,[/p]
  • [p]Visual feedback the relationship between HP LOSS and Empty Hunger Status,[/p]
  • [p]Visual feedback the relationship between STAMINA REGEN GAIN and Good Thirst Status,[/p]
  • [p]Visually feedback the relationship between STAMINA REGEN LOSS and Empty Thirst Status,[/p]
  • [p]Fixed an issue with the Equipment not applying bonuses correctly,[/p]
  • [p]Pass on scorched rift lighting,[/p]
  • [p]Increased brightness on flashlight,[/p]
  • [p]Updated Icons for wheels to show a SET instead of a single one,[/p]
  • [p]Added audio feedback when a car is built,[/p]
  • [p]Added a sound when can’t pick up an item due to full inventory,[/p]
  • [p]Changed the spider attack sounds to decrease the amount of screeches,[/p]
  • [p]Added the intro song to the end of demo popup[/p]
[p][/p][h2]Patch Notes for the 0.2.2 Build: [/h2]
  • [p]Baked HLODs (no more popping of faraway terrain),[/p]
  • [p]Fixed issue where Resource Processors and Stations would stop functioning,[/p]
  • [p]Car deals more damage when running into creatures,[/p]
  • [p]Rebalanced cost of Research Stations (2 iron, 4 copper), Solar Panels (3 copper, 3 quartz), and Resource Processor (2 iron, 4 copper, 4 quartz),,[/p]
  • [p]Slowed down the respawn rate for resources and creature nests,[/p]
  • [p]Decreased the Research Points cost for the 5 required vehicle pieces (300 points instead of 1800 points),[/p]
  • [p]Decreased Jet Boots Research Points cost (1000 points instead of 1800 points),[/p]
  • [p]Decreased amount of Research Points earned from Broken Car Parts to match with the new Research Points costs,[/p]
  • [p]Increased size of Quartz,[/p]
  • [p]Adjusted Creature Nest locations,[/p]
  • [p]Added 2 more Gold nodes,[/p]
  • [p]Added a few more blinkhares,[/p]
  • [p]Fixed Crash related to blinkhare loot,[/p]
  • [p]Added a small message on the Main Menu + a WIP indicator on Localization[/p]
[p][/p][h2]Patch Notes for the 0.2.3 Build: [/h2]
  • [p]Fixed an issue where Dematerialization of buildings and stations would be disabled after a save/load[/p]
[p][/p][h2]Patch Notes for the 0.2.4 Build: [/h2]
  • [p]Fixed an issue where Edit Wall would also cycle weapons & tools,[/p]
  • [p]Made a minor usability adjustment to the Research Station interface,[/p]
  • [p]Weapon Station interface change,[/p]
  • [p]Nests and Robot Spawners are easier to kill,[/p]
  • [p]Highlighted the active’ Tab within the Base Core,[/p]
  • [p]Added contextual message to the Bulkroot plant,[/p]
  • [p]Fixed a bug where all processor and crafting station items would list 87 research points,[/p]
  • [p]Highlighted the Keybindings button in Options a bit more,[/p]
  • [p]Increased RP cost for Pistol upgrades to 15,[/p]
  • [p]Potential fix to the issue where car parts would not unlock in the tech tree,[/p]
  • [p]Potential fix to ensure death boxes don’t spawn at World Origin (center of map),[/p]
  • [p]Increased amount of Elastic Resin from each Elastic Resin Plant,[/p]
  • [p]Fixed issues related to recipe swap in Processors,[/p]
  • [p]Rebalanced Resource Processor and various stations to output faster. Most would take 50 seconds. Now they are much faster.[/p]
[p][/p][p]We're humbled by the great feedback that we've gotten, and with the community's help, we've managed to improve the demo quite a bit. Our journey from ALPHA to Early Access is just getting started. Please continue to show your support by telling your friends, and consider backing the game on Kickstarter.

Honk, Honk!
- Goose Byte[/p]

THE SIGNAL Demo is Live!

[h3]The Signal Demo Is Live![/h3][p]We’re thrilled to announce that the demo for The Signal: Stranded on Sirenis is officially live — launching ahead of Steam Next Fest![/p][p][dynamiclink][/dynamiclink]PLEASE PLAY, and let us know what you think![/p][p]If you played the earlier playtest, this new build reflects a massive push from our team. We went heads-down for a heroic sprint, tackling your feedback and delivering a smoother, sharper, and more captivating experience.[/p][p]This build reflects a massive, heroic push from our 5-person indie team. Your support and consideration mean the world![/p][hr][/hr][h3]What’s New[/h3][p]Here’s a glimpse at what we’ve improved since the last build (full patch notes coming soon):[/p]
  • [p]Balance pass on building, crafting, research costs, enemy loot, creature placement, and respawn rates for resources and enemies[/p]
  • [p]Enhanced signs and feedback for encumbrance, hunger, and thirst[/p]
  • [p]Bug fix for a game-breaking bug involving inventory[/p]
  • [p]Fixed a few crashes[/p]
  • [p]Addressed popping of faraway terrain[/p]
[h3]Known Issues[/h3][p]There are still a few bugs we're in the process of squashing, including "dematerializing" base buildings and crafting stations breaking if the player exits to the main menu and loads into game. We're on it![/p][hr][/hr][h3]Why This Matters[/h3][p]This demo is our chance to bring The Signal to a wider audience — both through Steam Next Fest and the incredible community already supporting us over on Kickstarter. If you’ve wishlisted the game, now’s the time to jump in and explore.[/p][p]This is our Alpha build; the demo lets us give more players access to the game, and gives the development team even more feedback.[/p][p]The world of Sirenis is waiting — and every bit of feedback helps us make it better.[/p][hr][/hr][h3]Play, Share, and Tell Us What You Think[/h3][p]Your thoughts and bug reports have already shaped The Signal in huge ways, and we’re not done yet.
Join the discussion on Discord, leave a note in the Steam forums, and tell us what it’ll take to make this demo unforgettable.[/p][p]See you planetside,
— The Goose Byte Team[/p]

Demo Launches TOMORROW, Oct 10th + More Playtest Patch Notes!

[p]Hello, friends and frenemies of Sirenis, big news for you today![/p][p][/p][p]EDITED On Oct. 9th: We're furiously polishing over here at Goose Byte HQ, and made the decision to punt our Demo launch to tomorrow, October 10th, to get a few more good bug squashes and improvements in for the best experience possible. Thanks for your patience, Sirenis-BFFs.[/p][p][/p]
Demo Launches Tomorrow, October 10th
[p]We'll be unveiling the demo tomorrow morning, in advance of Steam Next Fest. Your feedback on the playtest has been invaluable in helping us steer the experience towards something that hopefully will captivate and entertain (and not crash or annoy with crab sound effects)![/p][p][/p]
Patches Notes for Today
[p]We're pushing a patch for the playtest, covering a whole host of additional bugfixes, improvements, new features, and improvements. Again - thank you so much to our playtesters.[/p]
  • [p]Vegetation Color Popping Fix[/p]
  • [p]Updated Gold, Quartz and Lead resource nodes[/p]
  • [p]Fixed visibility issues in the dark areas of the Overworld and Alien Facility[/p]
  • [p]Hunger and thirst meters have stronger visual cues for low/critical levels[/p]
  • [p]New objectives to find something to eat/drink unlocked the first time you become hungry/thirsty[/p]
  • [p]Storage crate size reduced by 25%[/p]
  • [p]Blinkhare and Longneck Saber health increased[/p]
  • [p]"Build a Door" objective no longer clears when a wall is built[/p]
  • [p]New objective unlocked when entering crashed ship for first time: Use Flashlight[/p]
  • [p]Additional enemies added around alien facility entrance[/p]
  • [p]Fixes to build menu UI, showing appropriate controls UI while building[/p]
  • [p]Cave Spiders and Volcano Spiders may now rarely drop Acid[/p]
  • [p]Jet Boots research point cost reduced to 1600[/p]
  • [p]Improved Processors functionality[/p]
  • [p]Motion Blur and Film Grain sliders set to 0 by default[/p]
  • [p]New Brightness slider added[/p]
[p]Please consider supporting us on Kickstarter - we're about a third of our way to fully funded, and we're hopeful that our demo and Steam Next Fest will give us a boost of new awareness and interest that can help us cross the finish line!

See you on Sirenis![/p]

We’re Back In Steam Next Fest — And The Demo’s Coming Soon!

[p]We’ve got big news: THE SIGNAL: Stranded on Sirenis will officially be part of Steam Next Fest![/p][p][/p][p]We’d originally been opted out due to a miscommunication with our former publisher as we returned to the self-publishing path (đŸ’ȘđŸ˜€), but the good folks at Valve helped us get back in, and we couldn’t be more excited.[/p][p][/p][p]Now that we’re self-publishing again, this moment is more important than ever. It’s a chance to reach our tens of thousands of wishlisters, get THE SIGNAL in front of a whole new audience, and invite even more players to join our growing community right here on Kickstarter and on Steam.[/p][p][/p][h3]The Playtest: You’ve Been Amazing[/h3][p]Your feedback has been incredible. The Steam forums and our Discord are buzzing with bug reports, suggestions, and thoughtful conversations. We’re listening to all of it.[/p][p][/p][p]The team’s deep in the trenches right now, tackling everything from QoL tweaks to performance and polish. Every note you’ve shared is helping us shape the best possible version of the demo.[/p][p][/p][p][/p][p][/p][p]Here's the BIG FAT LIST of all the fixes and improvements we've made in the last few days:[/p]
  • [p]Lighting adjustments to minimize the visual discrepancy between Low, Medium, and High settings [/p]
  • [p]Improved Keybinding Options Usability[/p]
  • [p]Improved Plasma Cutter first person animations[/p]
  • [p]Cooking station fixed for real this time [/p]
  • [p]New VO when killing drones [/p]
  • [p]Added VO for objectives [/p]
  • [p]Improved projectile collisions with environment [/p]
  • [p]Fixed incorrect strings in car part gathering objectives [/p]
  • [p]Halved stamina drain rate [/p]
  • [p]Removed a plank to avoid sequence breaking of intended objective-completion order [/p]
  • [p]Additional objective marker guidance into Scorched Rift [/p]
  • [p]Addressed a crash that would happen when receiving items while at inventory full status [/p]
  • [p]Miscellaneous bug fixes related to items and inventory[/p]
  • [p]Lighting adjustments to minimize the visual discrepancy between Low, Medium, and High settings [/p]
  • [p]Improved Keybinding Options Usability [/p]
  • [p]Improved Plasma Cutter first person animations[/p]
  • [p]Cooking station fixed for real this time[/p]
  • [p]New VO when killing drones[/p]
  • [p]Added VO for objectives[/p]
  • [p]Improved projectile collisions with environment[/p]
  • [p]Fixed incorrect strings in car part gathering objectives[/p]
  • [p]Halved stamina drain rate[/p]
  • [p]Removed a plank to avoid sequence breaking of intended objective-completion order [/p]
  • [p]Additional objective marker guidance into Scorched Rift[/p]
  • [p]Addressed a crash that would happen when receiving items while at inventory full status [/p]
  • [p]Miscellaneous bug fixes related to items and inventory[/p]
  • [p]Added a flashlight bound to F key [/p]
  • [p]Shrank Solar Panels by 25%[/p]
[p][/p][h3]Next Up: More Playtest Updates![/h3][p]We’re deploying an updated build every day this week, as we work through the backlog of fixes and refinements. Keep the feedback coming: what would make the demo absolutely captivating for you?[/p][p][/p][p]TL;DR:[/p]
  • [p]We’re back in Steam Next Fest 🎉[/p]
  • [p]The demo is coming soon[/p]
  • [p]Your feedback is shaping every step[/p]
  • [p]Please consider supporting us on Kickstarter![/p]
  • [p]Check out our friends making Lost Legions - it's a good time to be a survival craft fan![dynamiclink][/dynamiclink][/p]
[p][/p][p]Stay tuned! The next build is just around the corner.[/p]