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Silent Depth 2: Pacific News

Silent Depth 2 Patch and Road Map Update

Hello Captains!

We have been working hard on the current update that includes our Visual Overhaul: Part 1. This is a total rework to the lighting, materials/shaders and weather system (Which will be expanded on more and more). As well as the final major updates to the UI menus and panels. There are still a few odds and ends to clear up. But these parts will now come in smaller frequent patches moving forward.

We have also essentially completed the framework for controller support and all of its UI. This was a very large task that has taken a lot of thought and processing to get to fit to the game which we hope enables greater accessibility once it's all complete! This will be coming in the next larger update.
Lastly we have worked on stabilizing the current content (bugs wise) alongside the visual overhaul in preparation for our next big push! This has also taken some thought and preparation, which will act as a decent launch pad moving forward. Please take a look at the patch notes for specifics on this update. There are still a few of the known bugs to squash.. But everything is underway.

[h2]What’s Happened In This Update?[/h2]
Visual Overhaul Part 1:
[h3]Improvements:[/h3]
  • New time of day and weather system.
  • New terrain shader that linked to weather effects.
  • Improved environment shaders that linked to new weather effects.
  • Loading screen improvements.
  • Water visual improvements, rendering and colour.
  • Buoyancy improvements to the submarine.
  • LOD improvements to reduce polycount in midway (Better performance)
  • Lighting quality option in the quality settings manager now has improved reduction for GPU usage on lower quality options.
  • Fixed some submarine initialise bugs that could happen under certain circumstances.
  • Now set new defaults to enable texture streaming 4GB VRAM 16GB Memory RAM, this helps us see if memory is an issue that could be causing crashes in builds.
  • DX12 fixes that would cause some crashes.
  • Updated Submarine material masks
  • Updated Deck Gun material masks
  • Updated enemy ships materials


[h3]Features:[/h3]
  • New Visual effects for fire, smoke and shell hits (deck guns and enemy shells) on ships and the submarine.
  • New torpedo impact effects
  • More robust and dynamic weather management system to better simulate weather and weather patterns.
  • New day and night sky with sun, moon and stars
  • Buoyancy added to all docked ships at midway + Sub in the main menu.
  • New post processing sync system that is linked to the post processing quality in the quality visual settings.
  • Bad weather now affects the submarine buoyancy
  • New Loading Screen Images
  • New UI Elements : Service Report (Button and Panel) - You can now view the service report via the new panel button found on the bottom left of the controls/view modes panel.
  • Service Report now shows in command centre
  • New UI Elements : Added a new feature for naming for submarines at the start of the game which affects all UI elements in game.
  • New UI Elements : Welcome Aboard Message.
  • New UI Elements : Enemy Sighted note.
  • New UI Elements : Death Alert and Final Service Report (This will be important later)
  • (Toggle Submarine symbol button for command centre view and omni cam view modes)
  • Improved Periscope and Target Bearing Transmitter movement smoothness.
  • Added New Road Map to the main menu.


[h3]Bug Fixes:[/h3]
  • Fixed issue with quality presets value not being set correctly would fail to load presets that could cause crashes.
  • Texture memory reduction to help improve RAM and GPU Vram issues could cause crashes.
  • Bug fixed where after leaving midway the ambient audio would still be present.
  • Reduced the amount of garbage collection (GB) by about 4-9KB.
  • General scripts and system performance improvements on the main thread on the CPU.
  • VFX performance improvements.
  • Fixed: Bow Spray particle effect sticking when the sub is not moving.
  • Fixed bow spray have to go at least 2/3 speed to activate.
  • Fixed: sub propeller particles frozen with no animation bug.
  • Some texture compression settings were fixed that would cause some artifacting on enemy ships in DX12.
  • Some physics fixes and general improvements to reduce CPU load.
  • Null reference fixes when loading into the game for the first time, would cause it to not be playable or not load into a war patrol correctly.
  • Fixed: bug with input callbacks and missing references on a destroyed KeyboardHandler instance.
  • Fixed: options ui back button sometimes not working
  • Fixed: options menu back and reset button collider offset.
  • Updated tracer flare bullet to not be so bright and work better with our new lighting.
  • Fixed Multiple Flare Issues: Flare Sticking after battles, flares causing extreme brightness.
  • Limited 1 tracer flare bullet per ship.
  • Updated ship flares management, now controlled via ShipsManager
  • Now it doesn't fire during the day.
  • Can control the amount of flares from the ships manager profile default 1 per encounter at a time max.
  • Fixed: Submarine kills not being registered on service report.
  • Fixed: Various mouse input issues.
  • Fixed: Enemy Battleships instantly turn to sub when battle commences and seem to know its location at all times. This issue is still present for some other ships. (We know it is related to submarine speed (beyond standing speed seems to alert them) and we are on the case to fix this for all other enemy ships next.
  • Fixed: Battleships circling loop bug.
  • Fixed: Old UI numbers still showing in detail map.
  • Fixed: Bow spray showing when camera is underwater.
  • Fixed: Some instances of bow particles and wakes disappearing depending on sub's orientation.
  • Fixed: Rotating Aircraft Carrier and other docked ships.
  • Fixed: Encounter alert message fixes and add line and circle art.
  • Fixed: Can now correctly pause while looking at the service report.
  • Fixed: Pixelated blur.
  • Fixed: Sunk enemy ships will now sink much further before despawning.
  • Fixed: Underwater rain.
  • Fixed: Deck Gun shells light intensity.
  • Fixed: Underwater lighting settings.
  • Fixed: UI not rendering after loading a saved game
  • Fixed: black screen in certain cases for UZO and Gun view


[h2]What's next? [/h2]
The planned next steps are big ones! So it's best that we update the roadmap to showcase the planned content and features moving forward. We are not taking away anything from the current roadmap, we are adding to it. To ensure this game is going to transform into a great one. We will aim for these updates to happen in the order that they are written, however that may be changed around depending on what comes logically.

There may still be some persistent issues that some have reported moving forward. But we believe focusing on the roadmap update timeline will squash these bugs out of existence once and for all as we make the changes going forward! We understand that the Early Access process can be a bit aggravating, but even with the very small team that is developing Silent Depth 2 it allows us to make the best game possible in real time with your help!

And we do appreciate all of you! Thank you to those that have supported the game thus far.
Please take a look at our updated roadmap.





https://store.steampowered.com/app/2591010/Silent_Depth_2_Pacific/

Patch Notes 0.0.3:

Hello Commanders,

We have a new update for you, along with some intel on some of the improvements on the horizon.

[h3]Improvements:[/h3]
  • Updates System UI ultra wide side panels.

[h3]Features:[/h3]
  • New Menu UI System.

[h3]Bug Fixes:[/h3]
  • Fixed: Ships escaping during combat even though they are in range.
  • Fixed: Various Typos.
  • Fixed: System Page UI Ultra Wide Resolution.
  • Fixed: Torpedoes not reloading randomly.


[h3]What's coming next?[/h3]
The team has been working on improving various things such as hunting down some illusive sea bugs causing chaos in the pacific. Also the team has been making adjustments across the game's current features in preparation for the new content.

Additionally the new visual overhaul to lighting and weather has been taking great leaps and bounds and is just over the horizon! Take a look at some sneak peaks at what is coming next.



We appreciate all the support for Silent Depth 2 so far, and we are soon setting sail for the next stage of this mission! Happy hunting!


Patch Notes 0.0.2:

Thanks for your continued support. The latest patch seeks to improve the game based on your feedback, so please keep that feedback coming.

Improvements:
  • Reduced the heading text width in TBT.
  • Added auto exposure refresh.
  • Changed some rain settings to increase rain probability.
  • Periscope and TBT now remember their view angle when switching views.
  • Removed placeholder radar graphic from inside sub interior.




Features:
  • Added Roadmap button to Main Menu UI.
  • Added Torpedo Reload Panel to System Report View mode. ( you can now see how long torpedo reload times take by hovering the torpedo rooms or the storage table ).
  • Added updated torpedo launcher to Target Bearing Transmitter & Periscope views. (You now have to switch between FWD and AFT in order to use them )





Bug Fixes:
  • Fixed Deck Gun reload loading bar to correct size.
  • Fixed broken references.
  • Fixed submarine name not showing correctly in some cases.
  • Fixed Service Report not refreshing on New Game.
  • Fixed issue where you couldn’t press any menu buttons for a few seconds in the main menu.
  • Fixed singleton duplication issue where game data and preferences would duplicate causing issues in loading data and building object memory over time.
  • Fixed exception manager duplications.
  • Fixed issue where on rare occasion the service report wouldn't actually update due to missing object in the if() check.
  • Fixed exceptions with the blur in the pause menu would throw a null ref.
  • After an encounter we remove all ships that aren't sinking so if you sink a few ships but some escape the ones sinking will remain.
  • Now hide the tooltip after the view state has been changed.


If you find yourself having any issues with the latest update, please refer to the FAQ. The FAQ also has directions for finding in game logs and save files which will help the development team track down any issues you are having.

Patch Notes 0.0.1:

Thanks for your support so far. The first patch brings a lot of improvements based on your feedback.

Improvements:

  • Improvements to the underwater submarine bubbles
  • Updated the minimum distance for encounter from Midway
  • Removed rain camera effect on in-game menus that are not required
  • Dock sailors have a few more new idle animations
  • Material fixes by setting the correct render queue to help with performance
  • Gun & bullet VFX fixes and improvements
  • Rainy weather now happens a little less often can only happen around once per 1-2 in game days, but the duration of the rain effect has increased by about 2-3x
  • Submarines propeller particles now changed and transition based on speed setting
  • Fleet positions are more spaced out now


Features:

  • Added submarine kills to the service report
  • Added tonnage to the service report per ship type
  • Added damage to the hull over time, when there is a fire on deck or a ship is hit with a torpedo the ship will take damage over time and sink
  • Added Tooltip system for understanding UI control ( Can turn off in settings )


Systems Report Page:

  • Fixed spelling mistakes and arrangement
  • Deck Gun Ammo correctly adjust
  • Fixed Font
  • Submarine name now matches issued name
  • Updated exit button


Bug Fixes:

  • Submarine bow particles now disable underwater and only activate when reaching a certain speed velocity
  • Fixed bug where you can use RMB to fire the gun in all camera modes and menus, this is now fixed and the gun will only fire while in the gun view
  • Fixed bug where when you press 'T' to fire a torpedoes it would fire at any camera mode or menu, now it only fires in Periscope or Target Bearing Transmitter modes
  • Fixed Patrol Map Ultra Wide scaling
  • Fixed 'circling' enemy ships
  • Fixed enemy ship icons not updating when spotted with periscope
  • Service reports resets correctly when you start a new game
  • Fixed object creation memory leak
  • Fixed bug where you couldn't press any menu buttons for a few seconds
  • Fixed bug where completely random encounters would only spawn 1 ship
  • Fixed bug where after you finish an encounter and enter a new encounter ships would start to zig zag right away
  • Fixed bug where if you get far away from the ships you remain in combat so you can't leave the battle (This is now based on half the visibility distance to get out of combat)
  • Fixed bug where you would travel to Wake Island and be stuck there unable to leave.

Silent Depth 2: Pacific Enters Early Access

[h2]Welcome to Silent Depth 2: Pacific ‘Early Access’[/h2]

We're thrilled to announce that Silent Depth 2: Pacific has entered its Early Access phase, marking an exciting milestone in our development journey.

Silent Depth 2: Pacific is a sim-lite submarine game, designed for fans looking for an easy-to-learn, arcade style naval experience without requiring the use of technical manuals or learning how to manually calculate torpedo launch vectors. For new and nostalgic fans of the classic Silent Service games and similarly approachable submarine simulators, Silent Depth 2: Pacific is a great place to start as we develop new features throughout Early Access.

As we continue crafting this immersive submarine sim-lite, we want to extend our deepest gratitude to all early adopters and supporters who have joined us on this expedition.
Your feedback matters! As we strive to shape Silent Depth 2: Pacific into a truly remarkable adventure heading to an eventual 1.0 launch, we encourage you to share your thoughts, suggestions, and bug reports with us. Join us over on the official Discord and Steam forums. Together, we can make Silent Depth 2 something truly special.



[h3]What You Can Play Today in Early Access | Key Gameplay ‘Loop’[/h3]

Our initial game builds will be focused on the “cat and mouse” nature of Submarine War Patrols. You will need to conserve resources and return to Midway island to resupply and repair to keep serving until the end of the war.

The focus of your missions will be on maximising the destruction of enemy tonnage.
The size of enemy merchant fleets you’ll encounter is based on both luck and the difficulty level you choose. As a Captain it’s important to weigh up the opportunity of attacking nearby targets with your current resources, checking your Submarine repair level status before entering a battle.
Once engaged in a battle, you will ultimately be involved until you achieve either a win, are sunk, manage to escape, or have the enemy ships escape.
Use your cunning, remain hidden until you can create the correct strategy to engage. Sometimes you will get lucky and encounter merchant shipping without escorts, other times you may spot some real threats and need to prioritise them.
Your goal is to send as many ships as possible to the deep before they can do the same to you, or risk an early end to the allied war effort in the Pacific.



[h3]What We're Working On[/h3]

During this Early Access period, we will be hard at work refining and polishing Silent Depth 2: Pacific to deliver the best possible sim-lite submarine experience. We're focusing on implementing a range of feature and quality-of-life improvements from short term ‘upcoming’ to longer term goals prior to going 1.0 Please refer to the Roadmap below, also now viewable in the “About this game” section of the Steam page for more details.



[h3]Why It's Taking Time[/h3]
Creating a captivating world like Silent Depth 2: Pacific takes time and dedication. We're focused on fine-tuning the current gameplay mechanics, optimising performance and adding more gameplay depth ( pun mostly unintended!) to the game experience to ensure a memorable experience for every player. Your patience and understanding as we navigate this journey are greatly appreciated.

[h3]What's Coming Next[/h3]
In the coming months, you can expect a series of updates and additions to Silent Depth 2. From new content and features, additional landmasses around the Pacific, to improvements in performance and gameplay, we're committed to delivering meaningful enhancements based on your feedback and our vision for the game.
We suggest you Follow + Wishlist the game on Steam so you will be immediately notified of all new updates and devlogs.



[h3]Thank You[/h3]
Once again, we want to express our heartfelt gratitude to everyone who has supported us thus far. Your enthusiasm and passion inspire us to continue pushing the boundaries of game development. We're excited to embark on this journey with you and can't wait to see where it takes us.
Thank you for joining us on this adventure. Together, let's uncover the mysteries of the Pacific and shape the destiny of Silent Depth 2.