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Adaptory News

Adaptory Demo 0.10.14 released

This is a small patch that should hopefully fix a number of rare concurrent and UI crashes. Thank you to everyone in Discord who helped test this release!

[h2]Internal[/h2]

  • Improved performance of string layout for most user interfaces
  • FPS counter now shows both slowest and average frames per second


[h2]Fixes[/h2]

  • Fixed a very unusual crash when selecting a building type in the build panel
  • Changed user interface rendering from multithreaded to singlethreaded, to fix a bunch of rare and difficult-to-fix crashes

Next Fest: What's next?

Steam Next Fest has been an absolute blast! Adaptory has had tens of thousands of new views, downloads, plays, wishlists, and feedback. Thank you all, so much, for all of your downloads, plays, and feedback over the last week! 😊 What's next?

From all of your feedback, we’ve identified four main themes that Adaptory needs to focus on:

1. A more refined identity: Adaptory is an ambitious mix of ideas, and while I have been focusing on making sure the simulations are solid and that experienced base-building players feel at home, it would be helpful to focus on what makes Adaptory unique: the randomly generated world events, limited team size, quest/task systems, conversations, and other features not yet announced.

2. More content: The key systems of the game are working well, but there needs to be more content. More systems, more buildings, more art and conversations, a bigger and more interesting world to explore. The content schedule is already mapped out, it just needs to be put into the game!

3. Performance on lower-end machines: The game plays well but struggles on lower-end machines, especially laptops and integrated graphics. I think there’s still 1-2 orders of magnitude of performance tucked away, now that the game architecture has settled. Adaptory is not designed to be a casual game, but I want it to be playable on as many devices as possible – my goal is 30+ fps on a 2016 Macbook Pro.

4. Polished user interfaces: It would be nice to have a lot more polish and quality of life improvements to the UI. A lot of information is hidden away and could be exposed in better ways, with more tutorials and help getting started, and made more accessible to a wider range of screens. It can also be prettier!

Originally, the plan was to release the game in Early Access later this year, and then spend at least two years working on adding in a lot of these systems and content. However, I think if we push the EA release date back and focus on preloading this work before the release, the launch will have more of an impact, and we’ll build a bigger community.

Therefore, as a team, we’ve decided...

We’re pushing back the Early Access date to 2025 (final date still to be announced). This will give us more time to add extra content, systems, and polish to really make the game shine at launch.

The Adaptory demo will remain on Steam, free to play. The demo will continue to be updated over the next year – particularly with UI, QOL, and performance improvements, so we can test things out and iron out bugs – but most new content will be exclusive to the Early Access release. EA is going to be huge!!

I’m also planning to run at least one closed beta test for Adaptory next year. This will be a focused, exclusive event where you’ll be able to play the new content before anyone else, and provide feedback before the game launches. If you’d like to be notified when the closed beta is open to signups, please join the Discord and/or the mailing list.

Select streamers and content creators will also be invited to a special preview build next year – so if you’d like to be part of that, please get in touch.

And of course, if you haven’t already, please wishlist Adaptory on Steam so that you can stay in the loop!

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

Adaptory Demo 0.10.9 released

This is a small patch with a bunch of bug fixes, but also adds some small features and quality of life improvements. Please let us know how this new build feels!

[h2]New features[/h2]

  • Different building types now take different amounts of time to build
  • Wire build time is now 50%, coal generator build time is now 200%
  • Selecting a building type in the build panel now displays quick stats about the building type
  • A list of keyboard shortcuts is now available in the Options panel
  • Added "Dig" and "Cancel dig" button to solid tiles when selected


[h2]Internal[/h2]

  • When in the power or liquid network overlay, deconstruct commands will now only apply to wires or pipes
  • Selecting a bed now shows which explorer is assigned to the bed (by default, it's first come first served)
  • You can now unassign an explorer from a bed that they have been assigned to
  • Moved some dev-only keyboard shortcuts behind a new console command, enableDev


[h2]Balance[/h2]

  • Increased event budget impact of uncovering a buried artefact by 300% to balance finding fewer artefacts
  • Increased space exposure mass loss from 1.25g/sec to 5g/sec


[h2]Fixes[/h2]

  • Fixed diary events referring to two-day-old events as "in the future"
  • Fixed some very rare crashes that could occur when starting a new game
  • Fixed a crash that could occur if starting a new game with certain charsets
  • Fixed a crash that could occur if the "low oxygen" alert dialog was scrolled down, and then a different alert was read
  • Fixed hovering over an open dropdown's option not being highlighted
  • Fixed clicking outside a dialog selecting a checkbox within the dialog
  • Fixed dead explorers staying fixed in the air or on ladders
  • Fixed explorers being able to sleep on a ladder, now they fall down

Steam Next Fest rebroadcast #2

A rebroadcast of the second live Steam Next Fest livestream!

Adaptory Demo 0.10.7 released

A small patch with a couple of bug fixes, but also a new building (background panel), the ability to prioritise errands, AND more conversation text!

[h2]New features[/h2]

  • Added Background panel building – a panel that stops tiles from losing resources through space exposure
  • Added prioritise errand world action (experimental)


[h2]Balance[/h2]

  • Reduced number of buried artefacts generated in new worlds by 75%


[h2]Internal[/h2]

  • Added more conversation texts between explorers
  • Updated thinking text of explorers
  • Explorers are now equally likely to talk about different conversation topics
  • Improved texture quality of errand icons


[h2]Fixes[/h2]

  • Fixed explorers repeatedly writing diary entries about discovering their first artefact