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Dawn Apart @ Games Baked in Germany

Hey Prospectors,

Just a quick reminder that Dawn Apart is featured in the Upcoming-section of the "Games Baked in Germany" sale hosted by the good folks over at Games+Germany.



Please visit the festival page to see with your own eyes that Germans are not only good at engineering luxury cars and crafting tasty beers, but also great at making games. Seriously, there a lots of excellent games, demos and discounts to discover!

Exclusive Discord Alpha Playtest

Welcome, Prospectors to a new edition of Weekly Apart! Today we want to share some big news: You can finally get your hands on a playable slice of Dawn Apart. Yes, that is correct - we’ll be launching our very first Exclusive Discord Alpha Playtest on July 8th!
All you have to do is:


You’ll then receive a Steam key in your inbox on July 8th and can start building, mining and automating away.



Some expectation management: The version of the game for you to play and test is going to be an alpha build, so not all elements of the final game, launching into Early Access in Q1 2025, will be included. But you can look forward to checking out:

  • Sandbox-Style building
  • Basic combat mechanics
  • Trading resources with incoming spaceships
  • Integrated bug reporting and release notes

Not going to be included in the Discord Alpha Playtest are:

  • Tutorials and quests
  • Enemy actvity and waves
  • Pawn terraforming

We’re super excited to finally let our community set foot on Aurora for the first time! Head over to Discord now, sign up for the Exclusive Alpha Playtest, and let us know what you think of the game. Your feedback is much appreciated!

New Webcomic Series

Welcome back, Prospectors to a very special episode of Weekly Apart. Whereas normally we update you on the latest updates on developing Dawn Apart, this week we want to share something cool we made to flesh out the (purely optional) lore of our little factory sim and may bring you some joy until you finally get to play our demo later this summer (Discord members have dibs so make sure to join our server!)

Yes, thanks to the input from the amazing @konzeptloos who is interning in our art department we launched a webcomic series called “Hard Hat Planet” that is taking place in the same universe as the game.

Without further ado, here is the first episode:


We’re planning on releasing new instalments every other week on our Discord channel as well as on Reddit (check out issue #2 which did pretty well there). Let us know what you think in the comments section; perhaps you even have an idea for a future script!

[previewyoutube][/previewyoutube]
And if you’re more interested in the day-to-day development side of things make sure to join our Discord for real-time dev updates and weekly live streams where we showcase the stuff we’ve been working on. See you in a few dawns!

Improving Performance

Welcome, Prospectors, to a brand new edition of Weeks Apart, our once weekly dev blog/newsletter for all things Dawn Apart! We know it has been a few weeks since the last update but we were really busy working on some cool features (most of which we cannot share quite yet) and - today’s topic - increasing the overall performance of our little automation game.

One question we get a lot on Steam and social media when we share footage of massive factories, terraformable voxel terrain and large-scale destruction is “will Dawn Apart run on lower-end PCs?”. And we want to assure you that it definitely will. Knowing that frame rate slowdowns and technical hiccups are a huge turn-off for fans of the base-building/automation genre, we are going the extra mile in ensuring that everyone - from players with high-end rigs to owners of laptops that have a few years under the belt - will have a good time automating, optimizing, and fighting on Aurora.

But before we go into the nuts and bolts of making factory building a much smoother experience, we want to once more plug our Discord channel. Joining the growing community comes with perks: exclusive access to the very first demo of Dawn Apart this summer; being able to follow the development almost in real-time and last but not least weekly live streams of our dev team meetings ('Witchcraft Wednesdays') in which we drop truthbombs, discuss the intricacies of hit points and delight each other with merry tales and jests.

[previewyoutube][/previewyoutube]

While we continue to work on and implement gameplay features (especially combat, which we will reveal soon in a separate blog post) we want to make Dawn Apart run faster, but certain aspects of how we've organized data and processes made it difficult for us to do so efficiently. That's why for the last two sprints we put on our deerstalker hats, played Sherlock Holmes, and identified two culprits that were slowing down the overall experience.

[h3]Speeding up Jobs[/h3]

For starters, we improved the performance of something called the VoxelGpuUploadSystem. As you may have guessed this is a system that handles uploading graphics data for voxels. One big issue we found was with how the system managed its memory. Previously, whenever it needed to add some data to a list of available free memory, it just slapped it on the end of the list and then sorted the entire list afterward. This sorting process was slowing things down a lot.

But lo and behold we found a solution: Instead of adding new items to the end of the list and sorting afterward, we're now using a smarter method called "binary insert." This means whenever we add something to the list, it is put in the right place from the start, so the list is always sorted. Because of this change, the time it takes for the VoxelGpuUploadSystem to do its job during certain intense moments (like when loading or unloading chunks of data) has dropped from 35 milliseconds (ms) to just 3ms. That's a big improvement!



[h3]Less memory for terrain voxels[/h3]

In addition, we found a way to use much less space to store information about the resources in the terrain. Initially, for terrain voxels, we stored information about the type of resource, the quantity of that resource, and whether it had been changed recently. As you can imagine, this took up A LOT of space.

So we had to make a big change. Instead of storing the quantity of each resource, we now just have a chance for the resource to be destroyed when it's being used. So essentially, we only keep track of whether the resource has been affected, not how much is left. So now we only need 8 bits (like 8 tiny pieces of information) to store the resource type and whether it's been changed. This means we can store information for up to 127 different types of resources, which is more than enough for our needs. In the end we reduced the required memory for terrain resources by a factor of 12 from 96 bits down to only 8 or one single byte!

There are a lot of voxels in the ground.

Additionally we tackled a large rework that targeted general voxel data. In the same vein we took the memory required per voxel from 4 bytes down to 2. Instead of allowing for almost infinite voxel materials we store a palette of up to 256 materials per unique voxel object meaning we can pack any voxel’s material id into a single byte. We have some additional functionality we wanted, like scuffed and HOT VOXELS, so we added another run of 8 bits which we can pack with attribute data per voxel. It might not sound significant, but when you are dealing with millions of voxels, reducing the memory usage by half is actually huge and helps alleviate bottlenecks both on the CPU and GPU.

Overall these are just some of the steps that we're taking to ensure that when you'll finally land on Aurora to mine Lucrum and build factories the experience will be as polished as possible (even on a potato PC). In fact, we're currently looking into three additional optimization approaches (lazy loading, greedy meshing, and a voxel palette rework) but they are best explained in another blog post. See you soon here on Steam or on Discord!

Heads Up(date)

Welcome back to a new edition of Weekly Apart our, lately, not so weekly dev newsletter (apologies, we were really busy bug fixing and couldn't really share new stuff - until now!). In today's post we'll give you an update on how we were able to give the colonists, or prospectors as we like to call them, a healthy dose of much needed personality.

But before we dive into the intricacies of moustache design, we want to plug our social media channels, especially our Discord, where we have begun to live stream our weekly dev meetings (Witchcraft Wednesdays), and YouTube where you can recap said streams in full or check out clips of the hilarity that ensues when we get sidetracked and talk about TMNT or the Upside Down world.

[h3]Character Combos[/h3]



Even though eventually your colony will eventually be inhabited by a few hundred fortune hunters, we decided early on that we don't want them to be generic, faceless avatars but to have individual looks. Because the in-game characters are rather small - especially when contrasted with the huge machinery and factory building - and hard to relate to on that scale, we came up with a solution.

We created a system that randomly generates faces for the avatars by mixing 8 different head shapes, five different skin tones and 20 hairstyles 4 beard options for a total of 3200 unique character combinations (with the addition of various hair colors that number increases further exponentially).

This guy (let's call him Hopper) looks like he traded his job as a barista at a coffee shop in Portland for the much more lucrative (and dangerous) gig of extracting Lucrum on Aurora.

[h3]A closer look[/h3]

To give them even more personality we have dedicated the lower right corner of the screen to a character viewer (or if you prefer a fancier name, the pioneer modal view) that, with a click on each respective colonist on the map, gives you a more detailed profile of their look along with facial expressions that document their emotional state and personal stats detailing sleeping, eating, health and bathroom habits over the last 12 in-game hours.

Leaving your home to colonize a distant planet can be a hair raising experience.

What do you think of our new cast of prospectors and what would be your go-to combination of facial features? Let us know in the comments! In the meantime we'll keep working hard to let you manage your own cast of unique colonists in our very first demo which will launch soon. See you in a few weeks!