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Adaptory News

Adaptory Demo 0.12.10 released

This is a small patch that fixes a couple of input bugs and slightly improves the visibility of the tutorial.

[h2]Internal[/h2]

  • Adaptory is now being published by indie.io!
  • Added a yellow highlight to UI elements in tutorial steps
  • When idly wandering, explorers will no longer wander to in front of the transmitter
  • Added camera scrolling when the mouse is at the edge of the screen in fullscreen mode
  • Added speed multiplier options for keyboard and mouse cursor camera scrolling
  • Pressing a world action keyboard shortcut a second time will now unselect the world action


[h2]Fixes[/h2]

  • Fixed WASD moving the camera while a modal dialog was open
  • Fixed inputs not working if shift, control, or alt were being pressed (e.g. shift-space would not pause the game)

Official publisher announcement

We are thrilled to announce today that we are teaming up with indie.io (formerly Freedom Games) as the publisher for Adaptory! đŸ„ł

We’ve been working towards this collaboration for many months and we are very excited that it’s now official.

đŸŽ‰đŸ„°

[h3]What’s next for Adaptory?[/h3]

We’re still aiming for an Early Access release in 2025 as we add more content and polish to Adaptory and refine its identity. Indie.io has no control over what’s going to be in the game, and it’s their healthy approach to IP ownership that ultimately attracted us in the first place. Our publisher will be responsible for Adaptory’s marketing, events, localisation, trailers, and store pages, and this will help our very very small team focus on making Adaptory instead 😊

[h3]About indie.io[/h3]

For those of you who may not know, working with a game publishing platform like indie.io greatly helps indie developers focus on game development while they handle all the behind-the-scenes magic. From helping manage store pages to crafting marketing campaigns and even helping the game shine at both digital and live events, indie.io helps in all the aspects that indie developers often struggle with alone.

[h3]Join the party[/h3]

We are thrilled to have the support of indie.io and we couldn’t be here without all of your help and support. Thank you for all of your messages, feedback, shares, and comments that have helped us in our journey so far. Don’t forget to wishlist Adaptory on Steam and/or join our Discord community to stay in the loop as we get closer to Early Access release!

https://store.steampowered.com/app/2201620/Adaptory/

Adaptory Demo 0.12.3 released

This is a very small patch that fixes a crash while eating and some missing art, thank you very much to everyone on our Discord who helped to find these issues!

[h2]Fixes[/h2]

  • Fixed the broken cabinet background image not being visible
  • Fixed a crash that could occur if an explorer was eating food and the tile below them was removed

Adaptory Demo 0.12.2 released

This is a small patch that makes a couple of balance changes to liquid pipes and plants, and also fixes some rare crashes and bugs from the Alpha 10 release.

[h2]Internal[/h2]

  • Increased opacity and offset of the tile hover panel so the contents are more readable
  • Plants are now included in the tile hover panel
  • Tweaked the character renderer to render moving explorers more smoothly in-between world ticks
  • Explorers will no longer try to write diary entries or eat food in doorways
  • Explorers will no longer try to write diary entries, eat food, or idly wander to a cell that is exposed to the vacuum of space, even if that cell is breathable


[h2]Balance[/h2]

  • Reduced the rate of wild plant growth from 50% to 20%
  • Increased number of brown bernie plants generated at world generation by 25%
  • Reduced the number of ration packs buried at world generation
  • Reduced the capacity of liquid pipes and other liquid network buildings from 10kg to 2kg
  • Reduced the oxygen generator water consumption from 2.5kg/sec to 1kg/sec
  • Reduced the amount of transmitite generated at world generation from 500kg to 400kg per cell


[h2]Fixes[/h2]

  • Fixed a crash where explorers would try to pick up too much mass to supply an errand
  • Fixed a crash if a liquid pipe network tried to split up a very small liquid mass
  • Fixed "brown bernie" plants and foods sometimes showing up in-game as "mushroom"
  • Fixed tile hover text displaying "ship-tile" instead of "ship tile", "oxygen-candle" instead of "oxygen candle", etc.
  • Fixed a long explorer name breaking the layout of the priorities dialog

Adaptory Alpha 10 + TactiCon

We’re excited to release a brand new update for the Adaptory Demo today as part of TactiCon 2024!



This is a major release that adds food and hunger to the game, that has rewritten explorer priorities to be more flexible and intelligent, and also includes lots of small improvements and quality of life fixes. The full patch notes are listed below.

You can download a copy on itch.io, or play the demo on Steam for free today:

https://store.steampowered.com/app/2201620/Adaptory/

[h2]TactiCon[/h2]

Alpha 10 is being released exclusively as part of TactiCon 2024 and we are thrilled to be a part of this incredible event. TactiCon is a celebration of strategy games on Steam with demos, discounts, exclusive announcements, and developer panels, and is running 18-22 July this year.

Jevon is also one of the speakers on the panel Inclusion and Diversity in Strategy Games, along with some of her new best friends at Balancing Monkey Games. We had a fantastic chat and yarn about diversity, accessibility, parenting, and all sorts of important topics. You can catch our talk at 8pm CEST, Saturday 20 July (RSVP here).

https://store.steampowered.com/news/group/42427156/view/6572523942428195439

Please check out all of the TactiCon selected games, watch some panels, download some free demos, and have a great TactiCon!

[h2]Hunger[/h2]

We’ve added the new hunger mechanic that you’ll need to manage to look after your crew. Your explorers will get hungry over time, and you’ll need to discover, farm, or otherwise create food in order to keep them happy and working at peak efficiency.

Explorers now seek out food when they get hungry. Om nom nom nom

Luckily your ship had a healthy supply of emergency ration packs before it crash landed, but many of them got scattered across the world on impact.

[h2]Plants[/h2]

We’ve added wild plants to the game as a long-term source of food for your explorers, and in the demo, we’ve added the brown bernie as the first wild plant.

Each plant type has specific growth requirements (temperature, atmosphere, pressure, light etc.), and they will only grow if all of their growth requirements are being met. Fully grown plants can then be harvested by your explorers with the new “harvest” errand.

Different types of plants have different growth requirements

[h2]Goals and priorities[/h2]

In this release, we’ve completely rewritten explorer priorities, based on your feedback. Explorers now have more flexibility in choosing which task or errand they’ll choose to do and when, and are a bit more intelligent too – they’ll prioritise doing urgent, high-priority, and nearby errands. (They’ll also stop trying to write diary entries while underwater or in the vacuum of space.)

We’ve also added a new screen to manage your explorers and optimise your base. Do you have an explorer that hates digging? Now you can control how often, if at all, they’re subjected to doing the one job they dislike more than anything.

You can now configure task priorities for individual explorers

[h2]And a lot more[/h2]

Along with the usual batch of bug and balance fixes, we’ve also added in some frequently-requested quality of life changes to the demo – such as being able to build wires and pipes around corners with a single drag, regenerating individual explorers when starting a new game, and automatically disconnecting neighbouring connections when deconstructing wires and pipes.

The full patch notes are listed below.

----

Release notes for Adaptory 0.12 (Alpha 10)



[h2]New features[/h2]

  • Explorer goal selection has been rewritten

    • Explorers no longer prefer tile errands over supply errands; they will always start whatever errand is closest to them
    • When explorers arrive at a tile errand, they now immediately start the errand, rather than turning forward and then back to the side
    • Added experimental "errands" tab to the selected explorer panel, showing all errands that they can do, in priority order
  • Explorer priorities!

    • You can now manually change the priorities of different categories of explorer actions!
    • Explorers will prioritise the errands that are highest priority and closest to them first
    • You can prevent an explorer from doing an entire category of actions, if needed
    • The list of actions will be expanded as we get closer to Early Access
  • You can now force explorers to drop what they're carrying in one of their inventory slots
  • Added buttons in the new game panel to regenerate individual explorers before starting out
  • Explorers now get hungry!

    • When explorers' hunger hits 0%, they will work a lot slower
    • Explorers will automatically eat food when they're idle and hungry
    • Some ration packs are available when you crash land, and are also scattered throughout the world
    • Added ration pack and brown bernie foods
    • World generation now generates some brown bernie plants as a slow-growing wild food source
    • Wild plants can be harvested with the new "harvest" errand
  • New building overlay icons

    • Overlay icons have tooltips when moused over
    • Added "no foundation" overlay icon to buildings that require foundations
    • Added "no ceiling" overlay icon to buildings that require a ceiling
    • Added "no connection" overlay icons to buildings that require a connection to a power network
  • Added conversation log to explorers, so you can see what they've been chatting about


[h2]Internal[/h2]

  • The gas layer is now rendered behind "foreground" buildings and characters, but in front of "background" buildings
  • Added gas texture to gas layer
  • Tweaked breathability layer to better represent lower levels of oxygen
  • Personal explorer errands such as diary-writing now show progress in pink, not yellow, so it's clearer they're not interacting with a tile errand
  • Explorer oxygen level bars now render above all other progress bars
  • Explorers will try to give each other a bit more space, by sometimes moving when there is another explorer in the same tile
  • Explorers will no longer try to write diary entries in water or the vacuum of space, or on ladders
  • When an explorer deconstructs a wire or liquid pipe, neighbouring connected wires/pipes will now also be disconnected
  • Wire and liquid pipe corners can now be built with a single drag, rather than needing to drag two straight lines
  • Changed debug info keyboard shortcut from F8 to shift+F8
  • Added keyboard shortcut Alt+Enter to change fullscreen/windowed mode
  • The game can now change fullscreen/windowed mode with F5 or Alt+Enter while it is still starting up
  • Rewrote the liquid network flow resolver, so that networks split with multiple sinks (e.g. vents or oxygen generators) should now be equally split across the network, rather than all packets preferring the nearest sink
  • Tweaked the packet renderer to render moving packets more smoothly in-between world ticks
  • Explorer conversation replies have been moved down so they're easier to read
  • Updated liquid network overlay icons to be a bit clearer
  • Updated in-game database text for all buildings
  • The in-game database list of buildings for each building category is now sorted in alphabetical order
  • Added more conversation texts between explorers
  • Added an open source licenses dialog in the Credits panel


[h2]Balance[/h2]

  • Made battery charge/discharge units consistent with power generation units – all are now measured in W (watts), allowing batteries to charge and discharge faster
  • Batteries now require a foundation to charge and discharge
  • Liquid pumps now require a foundation to consume electricity and operate
  • The transmitter now requires a foundation to transmit the distress signal
  • Lights now require a ceiling to consume electricity and operate
  • If explorers have an assigned bed, they will no longer work until they pass out


[h2]Fixes[/h2]

  • Explorers no longer obsess supplying a coal generator over other errands
  • Explorers will no longer take dirt or oxycans to bed when sleepy
  • Fixed a crash that could occur when a liquid network loop was connected to a vent with no liquid pump
  • Fixed a crash if "none" was selected for any dropdown in the sandbox tools
  • Fixed UntranslatedString in resource counter tooltips for items
  • Fixed a crash if a build errand was cancelled while an explorer was supplying it with a resource
  • Explorers can no longer build buildings behind dirt or other solid tiles
  • Fixed 3D sound spatialization imbalance
  • Fixed a number of issues with windowed fullscreen mode not being captured correctly by Windows, OBS, or other capture tools
  • Fixed build panel layout issue at 80% UI scale
  • Fixed a slight text alignment bug in the credits panel
  • Fixed some save files not loading