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  3. Bug Fixes and Improvements!

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]