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Signs of Life News

Signs of Life Update 19

Hey folks, we've got another update for ya. As we get closer to finishing the story content for the 1.0 release of the game (more on that later), we're going through our existing systems to make sure that we finish up some of the things we had planned but never got around to. To that end, we've significantly revamped the battery/energy system, added a new stamina mechanic and we now have basic Steam Workshop support implemented.

Batteries and Energy

Prior to this update, batteries were very simple and didn't actually hold a charge. You would craft one once and it would run forever. No more! As of this update, batteries must be charged to function. This includes the battery equipped in your MEG tool. We've also added a craftable Capacitor which can be installed in your MEG tool. The capacitor now determines how much available energy you have (Basically it is the old energy bar) while the equipped battery now influences the total pool of power which is displayed underneath the capacitor's energy on the top left of your HUD.



With no capacitor installed and no (or an uncharged) battery installed, you will have only 25 energy available and the charge time of the capacitor's energy will be slow. With a standard capacitor (+75 capacitor charge), then you would have 100 energy (same as prior to this update) and as long as you have a battery equipped with any amount of charge, your capacitor's energy regeneration speed will be faster than what it was prior to this update.

[h3]Batteries[/h3]
  • Small Battery - [5000 Capacity] [1x Copper Wire, 1x Lead Ingot, 1x Spitter Extract, 1x Rubber]
  • Medium Battery - [10,000 Capacity] [2x Small Battery, 1x Copper Wire]
  • Large Battery - [25,000 Capacity] [2x Medium Battery, 1x Copper Wire]


[h3]Capacitors[/h3]
  • Makeshift Capacitor - [+25 Capacitor Charge] [1x Copper Wire, 1x Copper Ingot, 1x Beeswax]
  • Standard Capacitor - [+75 Capacitor Charge] [1x Copper Wire, 1x Aluminum Ingot, 1x Plastic]
  • Advanced Capacitor - [+175 Capacitor Charge] [1x Copper Wire, 1x Silver Ingot, 1x D6 Polymer]


In addition, we have adjusted many powered structures so that they require charged batteries to function, and they consume power as they do their functions. For example, the Teleporter now requires a battery and uses a small amount of power each time you teleport.



[h3]Charging Options[/h3]
  • Solar Charging Station - Slowly trickle charges a battery as long as it is daytime and there are no blocks above it. You should be able to find one on newly generated worlds near the Pioneer Station on the right side.
  • Powered Charging Station - A quicker battery charger that will only function if you are on a map that has an activated Pioneer Station Generator.
  • Magnetic Inductor - The magnetic inductor (shake weight) will now slowly charge your equipped battery.


[h3]Battery Powered Structures[/h3]
The following structures now require a battery to function. They also have an on/off switch that is accessible by right clicking on the battery port.
  • Iris Port Bot Spawner
  • Material Printer
  • Personal Medbay
  • Teleporter


This is the absolute baseline for this system, and these changes should also let us do some fun things down the line such as batteries or capacitors with special or unique properties.

Stamina

In this update, we've added a stamina system. This is something that has been a long time coming, because it took us awhile to come up with a system that gets in the way as little as possible, while adding some more meaningful decisions that have to be made during combat. Dodge rolls, back-jumps, running, jumping and melee attacks all have a melee cost now, and when you completely run out of stamina you will get exhausted for short time which prevents running and slows you down a bit.



While stamina is a thing you'll need to take into account now, it also means we'll be able to use stamina for things like new power attacks, and it will allow us to differentiate the weapons more. We could make clubs heavy, high stamina, slow weapons that do appropriately high damage for example. We want this mechanic to make the game *more* fun, not *less* fun, so let us know how you feel about it after playing with it for a bit. All of the stamina costs, regen values etc are very easy for us to tweak (and even moddable!) so your feedback will help us nail down a system that encourages more thoughtful combat without being annoying.

Steam Workshop

Earlier this year we started working on mod support, and adding Steam Workshop support was the next obvious step. We've always thought it was very important to support Steam Workshop because of how convenient it makes it for folks to subscribe and search through mods. We've put a few Example Mods on the workshop, and if you would like to make mods you can check out the Modding and the Steam Workshop pages on the Official Wiki.

We've also added several mods related to this latest update:
https://steamcommunity.com/sharedfiles/filedetails/?id=2209316957
https://steamcommunity.com/sharedfiles/filedetails/?id=2209316784
https://steamcommunity.com/sharedfiles/filedetails/?id=2209317132

Everything about the mod support is still a work in progress, so bare with us as we fix issues that crop up and continue to expand the documentation. If you have any trouble or confusing documentation, we're more than willing to help out. We're usually reachable from the official Discord Server if you run into any issues either using or making mods.

Weapon Mechanic Test

One of the neat things about this workshop support is that we can use it to let folks test out some mechanics that are still a bit of a work in progress. Along with these other changes, we've been tinkering around with some changes to both melee and ranged weapons. To that end, we put out an optional mod on the Workshop that adds a "Test Iron Sword" and a "Test 9mm Pistol"

https://steamcommunity.com/sharedfiles/filedetails/?id=2237032351

[h2]Melee Weapon Combos and Charge Attacks[/h2]
One of the mechanics that we're considering is adding combos and charged power attacks to melee weapons. The "Test Iron Sword" has the ability to progress through a 3 hit combo by clicking the attack button shortly after hitting a creature, and if you hold the attack button after progressing to the third attack in the combo it will do a flurry attack that attacks very quickly until you run out of stamina. The goal here is to add options for more involved combat in a way that can be pretty much ignored if you don't want to engage with it.

[h2]Ranged Weapon Hipfire and Focus Fire[/h2]
The "Test 9mm Pistol" uses a hipfire by default, and a focus fire with a higher accuracy and rate of fire when the right mouse button is held.

Try these out, and let us know if you think we should apply these mechanics to the rest of the weapons in the game.

Bees

Sometimes beehives now form on trees. If this happens, try to avoid pissing off the bees, and definitely don't huck them like a crude organic grenade.

What's Next?

This update includes some of the systems and mechanics that we've been working on since the last content update, but we've also been working on story content that isn't quite ready to release. The next story update will include new story elements, alien ruins, new creatures, a new boss and a revamped mining base in the world. That update is about half finished at this point, and we're hoping to get it out before the end of November.

Here is one of the creatures that will be in the next update:



After that, our plan is to start working on our plans for the endgame. We've got some *really* cool plans for the endgame section of the game, and we're really looking forward to making it our main priority. Lots of cool stuff ahead, so stay tuned =)

As always, we really appreciate any feedback you have. We're inching our way towards finishing the 1.0 version of the game, but we're still very much able and willing to change things based on feedback so don't be shy. Feel free to post a comment on this announcement, make a post in the Steam discussions, or join us at the official Discord Server.

Signs of Life Update 18

Heya folks, we've got some new stuff for ya. In the last update we re-worked the plant system, but we didn't really use it for much more than better versions of existing plants, so we wanted to take some time to add some brand new cool and weird plants. We also figured that we could kill two birds with one stone by adding some new related early game combat options in the form of various nuts and nut based technology.

New Plants
  • Hard Nut Tree
  • Spray Nut Stalk
  • Buttery Nut Tree
  • Pod Fruit Tree
  • Bust Nut Bush


Nuts
  • Hard Nut - A hard nut that does damage when thrown at stuff
  • Bust Nut - A volatile nut that explodes when it strikes something with sufficient force
  • Spray Nut - A volatile nut that sprays shrapnel when it moves too quickly
  • Buttery Nut - A volatile nut does medium damage and splits into additional projectils when it strikes something with sufficient force


If you load up the game sometime in the next week or so, you'll find a free bag with 30 of each of the new seeds.

Pod Fruit

Pod fruit is also something that we added.

Nut Based Technology
  • Slingshot - It flings seeds, nuts and rocks.
  • Nut Chucker - A farming tool that allows you to rapidly propel and launch seeds and nuts.


What's Next

Our next update will expand the story content, which will involve a significant revamp of the Mining Base (to the right of the Pioneer Station), a new boss, new mechanics and new content related to the intelligent aliens on the planet.

As always, we would love to hear from you about what you like and don't like about the update, as well as any issues you run into or suggestions you have. Feel free to post on this announcement, on the forums, or join our official Discord server. The eventual quality of the game is going to largely depend on the feedback we get from players, so don't be shy!

Signs of Life Update 17

Heya folks, we've got a new update ready for ya. Our goal with this update was primarily to improve some mostly cosmetic areas of Signs of Life, as well as to lay the groundwork for future content. The high points are: Improved tile drawing on crafted tiles, an improved Equip menu, and a revamped plant system that should allow us to add all sorts of weird and interesting plants.

Improved Tile Drawing

Prior to this update, nearly every crafted tile in the game had an outline around it which resulted in really blocky looking buildings. With this update, we've gone through and added the ability for tiles to connect with each other in a way that looks a heck of a lot better. All crafted tile types (steel, wood, etc) now have a "wall" tile that can seamlessly stretch in any direction, as well as floor, ceiling and roof tiles that will stretch in a line. We also dramatically improved the visual quality of ores that you find on tiles in the world.

Here is what it looks like in action:


New Doors

As we get (a bit) closer to the 1.0 version of Signs of Life, we've been going through and expanding on some of the elements that weren't very fleshed out. One of the things that has been on our list for a long time was adding more doors, so we did just that. We finally have more than 1 boring wooden door!

Here is what they look like in action:


We've added the following doors in this update:
  • Wood Door
  • Ramshackle Door
  • Stone Door
  • Iron Door
  • Steel Door
  • Granite Door
  • Marble Door
  • Tech Door


New Equipment Menu

One of the things that has needed work for quite awhile is the equipment menu. We've remade it from the ground up to be larger and more user friendly. It's now a lot less cramped, and it has a panel on the side that lists all of the effects currently active on the player. We also increased the number of equippable accessories to 5.


New Plant System

For a long time we've wanted to add a bunch of new plants, but the plant system we were using wasn't very flexible or dynamic. It got the job done, but it really made it difficult for us to add any new types of plants. So - we ripped it out and re-did it completely. Now plants can be animated, they grow more smoothly, and most importantly it is dramatically easier to add just about any kind of plant that we can imagine. We also built the system from the ground up to be moddable. This update mostly just replaces the existing plants with updated versions, but very soon we'll be adding a whole bunch of new plants, fruits and nuts.

You can punch trees (but make sure you wear gloves or it's going to hurt!) which causes the fruits to drop as well as occasionally causes some tree materials to drop out out. In this way, you can gather tree materials without destroying them by whackin' them every now and then.


And you can cut them down, now with fancy animations.


Bug Fixes
  • Fixed an issue that would cause grid containers to not display all the items that they contain
  • Fixed an issue that could result in your escape pod storage or equipment getting mixed up between characters.
  • Fixed several crashes
  • A bunch of little things not really worth mentioning, but just know that we love you.


What's Next?

In the very near future we'll continue adding some new plants, as well as some new early-game weapon options that utilize nuts for some nut-based combat. This update will come very shortly (within a week or two). After that, we're going full-steam ahead on the next major content update which will include a significant expansion of the Mining base, as well as a bunch of new mechanics, gadgets, and story content related to the intelligent aliens on the planet.

As always, we would love to hear from you about what you like and don't like about the update, as well as any issues you run into or suggestions you have. Feel free to post on this announcement, on the forums, or join our official Discord server. The eventual quality of the game is going to largely depend on the feedback we get from players, so don't be shy!

Signs of Life Update 16

Hey folks, we've got a new story update ready for ya to try out. The primary goal with this update was to expand the gameplay and story content related to the crew of the Hermes, who set up their residence in the Pioneer Station before you land on the planet. We've dramatically redesigned the Pioneer Station with the intention of making it more interesting to explore, as well as less hospitable. Aside from the story content, we've also added a new platinum material tier, a bunch of new weapons and gadgets and made quite a few quality of life changes.

You will need to create a new character or a new world for your existing character if you want to experience much of the new content.

[h2]Redesigned Pioneer Station[/h2]
This is where most of the new content is in this update. We've dramatically expanded and redesigned the Pioneer Station to be much more interesting to explore and more fulfilling in terms of story content and mechanics. When you first reach the Pioneer Station the power will be out, and you will need to find a way inside and get the generator working before you'll be able to fully explore the station. There are new weapons and gadgets to find and craft, new creatures and a new boss fight with a certain fowl creature...

[h2]New Potions and Vessels[/h2]
We realized that the early game experience can be a bit unforgiving for new players because of the lack of decent heal options, so we revamped the potion systems pretty significantly. Now potions should be accessible much earlier in the overall "tech" progression, and the heal potions do a better job of quickly healing you. Instead of being single use, potions now have a number of charges, and one charge is consumed by each chug of the potion. You can also hold down the drink button to chug the whole potion if you wish. There are 3 tiers of vessels that can hold potions: A glass vessel that holds 3 charges, a standard vessel that holds 4 charges, and a reinforced vessel that can hold 5.


[h2]Platinum Material Tier[/h2]
We added platinum ore to the world generator, and added a platinum armor set as well as a sword, spear, axe, pick, club, bow and crossbow. The armor is heavy with high defense, and its set bonus increases your melee damage.


[h2]Elevators[/h2]
As part of the revamp of the Pioneer Station, we ended up also reworking the way elevators work and have made them craftable by players. Right now there are 2 elevator types, a small "personnel" elevator that is 3 tiles wide, and a large "freight" elevator that is 9 tiles wide. An elevator can travel up and down a track made out of elevator shaft and elevator floor tiles. The elevators will stop automatically at the top and bottom of the shaft as well as any of the elevator floor tiles.


[h2]New Music[/h2]
We added quite a few new ambient songs that play while you're exploring the world. The songs are:



[h2]Experimental Mod Support[/h2]
We've also started exploring mod support. We're still fairly early in the process, but we have gotten it far enough that you can already do some pretty cool stuff with it. We're still figuring things out, so expect things to change and your mods may break as we nail down exactly how it all needs to work.

So far, you can mod in the following stuff:
  • Basic items - Simple items that just have a sprite, name, description etc. Examples include things like metal ingots, wood sticks and toilet paper.
  • Containers - Any kind of item that holds other items.
  • Consumables - Potion vessels, potion types, and food.
  • Melee Weapons - You can add simple melee weapons fairly easily, and we've also got some basic lua support working as well for more complicated melee weapons.
  • Recipes - You can add new recipes that will be used in the crafting window.


I'd like to get it set up so you can mod in guns and armor soon, and we'll go from there.

[h3]Mod Installation[/h3]
Right now mods can be distributed as zip files, and are placed in a new "Mods" folder in your Documents/My Games/Signs of Life directory. For the most part the mods should work in multiplayer as long as everyone has the same mods. In the future we're planning on setting up Steam Workshop support.

[h3]Mod Creation[/h3]
There is very little documentation right now, but we're starting to fill out the Wiki with information about how do get started with modding.

If you need help or just want to talk about modding, feel free to make a post in the modding section of the forum or in our official Discord server.

[h2]Behind the Scenes[/h2]
This update took us a heck of a long time to get done, partially because we were re-working a lot of stuff behind the scenes that we've been meaning to do for a long time. On top of the new content that we added, we integrated a new, better animation tool (Spriter), fixed a bunch of issues with our particle effect system and started integrating mod support. These things took us awhile to get working, but they're already paying off in a big way. Long story short, we're really happy with the way things are coming together, and hopefully a lot of the time we invested will result in quicker updates from here on out.

[h2]What's Next?[/h2]

Our primary goal is to continue working on the story content. Our next bit of story content is going to involve a rework of the mining station similar to what we did with the Pioneer Station. As part of that update, we'll be expanding the story and mechanics related to the aliens. There are just a handful of content updates left to finish the story we have planned for the 1.0 release, so we're getting there!

Signs of Life is a work in progress, and we always want to hear your feedback about the current state of the game, so let us know what you like and don't like. Tell us what you think in the comments, the Steam Forums, or our official Discord server.

Signs of Life 0.15

Hey folks, we have a brand new update for ya. We're not quite done with the next chunk of story content, but we decided we should go ahead and release the non-story stuff we've been working on. The main goal with this update is to fill in some of the gameplay gaps and improve various quality of life aspects.

One change we made is that we've pretty significantly improved the way gun accuracy works. Previously any given gun just had a set accuracy for every shot, but now the accuracy is dependent on what you're doing as well as the statistics of the gun. If you're standing still and fire a single round from an SMG then the shot will be pretty accurate, but if you're running while spraying bullets then your accuracy will be very low. When aiming a gun, your crosshairs are now dynamic and reflect how accurate your gun will be when fired.



We also added a whole bunch of new guns.



In addition, we've taken a new approach to handling the recipes for various guns. The recipes for guns all now include some type of "gun part", and many guns only require that part. The main goal here is to make unlocking the recipes more straightforward, while avoiding overwhelming folks with new recipes all at once. We now have crude, steel and advanced gun parts for the various weapon types. Hopefully this makes the gun crafting progression feel a little more like a tech tree.

Another change in this update is that we added some hostile bots and spawners to the Pioneer Station. The intention is for the bots to discourage folks from just moving into the Pioneer Station as a home, and when they are killed they drop various useful components. There is no way to disable the spawners for the bots right now, but the next update will add a way to disable them.



We also added ladders! We've needed a new way of doing vertical movement for awhile. These are still a bit of a work in progress, but they seem to mostly work. Definitely let us know if/when you run into bugs with them.


The base inventory now has two additional compartments, a section for crafting materials and one for blocks. Any items picked up with the grab laser will be auto-sorted into those containers. We also significantly improved the size of the gridless inventory option.


Another late addition to this update was a couple of new settings related to picking up items. We've noticed that it was pretty easy to accidentally pick up items during combat, so we added an option that makes it so you can't pick up items while a weapon is equipped (this one is on by default for now), and another option that only lets you pick up items when your inventory is open. This only applies to items that you pick up by clicking and dragging, so the grab laser is unaffected. Try these out and tell us what you think. We may end up changing the default behavior based on player feedback.

Oh yeah, and Happy Halloween!

Gameplay Changes

  • Improved Gun Aiming

    • Accuracy when using guns is now dynamic based on what you're doing and the statistics of different weapons.
    • Walking and running will decrease accuracy, and crouching will increase accuracy.
    • Added Handling and Recoil statistics to guns.

  • Adjusted gun damage

    • Most guns have had their damage numbers adjusted.
    • Damage is now based on the ammo type as well as the gun type.

  • Updated Pioneer Station

    • Tweaked the layout of the Pioneer Station a bit. This is an interim step, and the next update should dramatically expand the Pioneer Station.
    • Added hostile bot spawners.
    • Steel, Silver and Bornite can now only be smelted in the Smelting Furnace.


UI Changes

  • Updated gridless player inventory

    • Increased the size
    • Added crafting and block pouches to the sides that automatically collects relevant items

  • Added an option in the Settings Menu to only allow click and drag to pick up items from the world if you do not have weapons equipped. On by default.
  • Added an option in the Settings Menu to only allow you to pick up items while your inventory is open. Off by default.


New Content

  • New Creatures

    • Kinetic Bot

      • Fires 9mm rounds.
      • Can drop ball bearings, a microchip and 9mm ammo.

    • Gauss Bot

      • Fires iron projectiles at an extremely fast speed.
      • Can drop ball bearings, copper wire, a microchip and a small battery.

    • Explosive Bot

      • Explodes if it gets close to you.
      • Can drop ball bearings, a microchip and an explosive charge (if you don't set it off).

    • Tesla Bot

      • Zaps you with electricity if you get close.
      • Can drop ball bearings, copper wire, a microchip and a small battery.


  • New Guns

    • Handguns - C96, Derringer, MK3, Parabellum, Marksman Pistol, Machine Pistol, Wasp 57, M1911, Energy Pistol
    • SMGs - Lanchester, Combat SMG, P90, Energy Repeater
    • Shotguns - Lupara, Break Barrel Shotgun, Arnie's Gun, Combat Shotgun
    • Rifles - Small Game Rifle, Lever Action Rifle, Hunting Rifle, Marksman Rifle, Rex 700, Subsonic Rifle, Energy Rifle

  • New Ammo - .22LR Rounds, .45 ACP Rounds, .357 Rounds, .308 Rounds, .700 Rounds
  • Ammunition Press - Allows you to break ammunition down into it's constituent parts.
  • Explosive Charge - Drops from explosive bots. Can be thrown, and will detonate when shot. It can also optionally be used to craft rockets or grenades.
  • Ladders - Added wood and iron ladders. Can be placed like blocks.


New Recipes

  • Handguns

    • C96 - Crude Handgun Parts
    • Derringer - Crude Handgun Parts
    • MK3 - Crude Handgun Parts
    • Parabellum - Crude Handgun Parts
    • Marksman Pistol - Crude Handgun Parts
    • Machine Pistol - Steel Handgun Parts
    • Wasp 57 - Steel Handgun Parts
    • M1911 - Steel Handgun Parts
    • Energy Pistol - Steel Handgun Parts / Small Battery / Microchip

  • SMGs

    • Lanchester - Crude SMG Parts
    • Combat SMG - Steel SMG Parts
    • P90 - Steel SMG Parts
    • Energy Repeater - Steel SMG Parts / Medium Battery / Microchip

  • Shotguns

    • Break Barrel Shotgun - Crude Shotgun Parts
    • Combat Shotgun - Steel Shotgun Parts

  • Rifles

    • Small Game Rifle - Crude Rifle Parts
    • Lever Action Rifle - Crude Rifle Parts
    • Hunting Rifle - Steel Rifle Parts
    • Marksman Rifle - Steel Rifle Parts
    • Rex 700 - Steel Rifle Parts
    • Subsonic Rifle - Steel Rifle Parts
    • Energy Rifle - Steel Rifle Parts / Large Battery / Microchip

  • Gun Parts

    • Crude Handgun Parts - 4x Iron Ingot / 2x Rubber / 2x Boards
    • Crude SMG Parts - 4x Iron Ingot / 2x Rubber / 2x Boards
    • Crude Rifle Parts - 4x Iron Ingot / 2x Rubber / 2x Boards
    • Crude Shotgun Parts - 4x Iron Ingot / 2x Rubber / 2x Boards
    • Steel Handgun Parts - 4x Steel Ingot / 2x Plastic
    • Steel SMG Parts - 4x Steel Ingot / 2x Plastic
    • Steel Rifle Parts - 4x Steel Ingot / 2x Plastic
    • Steel Shotgun Parts - 4x Steel Ingot / 2x Plastic
    • Steel Launcher Parts - 4x Steel Ingot / 2x Plastic
    • Advanced Handgun Parts - 4x Steel Ingot / 2x D6 Polymer (Requires Material Printer)
    • Advanced Rifle Parts - 4x Steel Ingot / 2x D6 Polymer (Requires Material Printer)
    • Advanced Shotgun Parts - 4x Steel Ingot / 2x D6 Polymer (Requires Material Printer)
    • Advanced Launcher Parts - 4x Steel Ingot / 2x D6 Polymer (Requires Material Printer)

  • Tools

    • Ammunition Press - 8x Steel Ingots / 4x Plastic

  • Ammo

    • .22LR Rounds (x16) - Lead Ingot / Black Powder
    • .45ACP Rounds (x9) - Lead Ingot / Black Powder
    • .357 Rounds (x6) - Lead Ingot / Black Powder
    • .308 Rounds (x6) - Lead Ingot / Black Powder
    • .700 Rounds (3) - Lead Ingot / Black Powder
    • Dismantle 9mm Ammo - 12x 9mm Rounds (Requires Ammunition Press)
    • Dismantle .45ACP Ammo - 9x .45ACP Rounds (Requires Ammunition Press)
    • Dismantle .357 Ammo - 6x .357 Rounds (Requires Ammunition Press)
    • Dismantle 5.56 Ammo - 6x 5.56 Rounds (Requires Ammunition Press)
    • Dismantle .308 Ammo - 6x .308 Rounds (Requires Ammunition Press)
    • Dismantle .700 Ammo - 3x .700 Rounds (Requires Ammunition Press)
    • Dismantle Shotgun Shells - 6x Shotgun Shells (Requires Ammunition Press)
    • Dismantle Blunderbuss Shells - 6x Blunderbuss Shells (Requires Ammunition Press)

  • Ladders

    • Wooden Ladder (4x) - Wooden Board
    • Iron Ladder (4x) - Iron Ingot

  • Decorations

    • Small Wooden Window - 2x Wooden Boards / 1x Rubber
    • Large Wooden Window - 4x Wooden Boards / 1x Rubber
    • Reinforced Background Viewport - 1x Steel Ingot / 1x Plastic / 1x Glass
    • Round Reinforced Window - 1x Steel Ingot / 1x Plastic / 1x Glass
    • Square Reinforced Window - 1x Steel Ingot / 1x Plastic / 1x Glass
    • Square Reinforced Window 2 - 1x Steel Ingot / 1x Plastic / 1x Glass
    • Square Reinforced Window 3 - 1x Steel Ingot / 1x Plastic / 1x Glass


Changed Recipes

  • Handguns

    • Flare Gun - Crude Handgun Parts
    • 9mm Pistol - Steel Handgun Parts
    • Magnum - Steel Handgun Parts
    • Python - Steel Handgun Parts
    • Thermite Pistol - Steel Handgun Parts
    • Energy Slicer - Steel Handgun Parts / Medium Battery / Microchip
    • Laser Pistol - Steel Handgun Parts / Standard Lens / Raw Ruby / Microchip
    • Laser Pistol Mk2 - Advanced Handgun Parts / Laser Pistol / Rough Sapphire / Precise Lens

  • SMGs

    • Clobb - Crude SMG Parts
    • Micro SMG - Steel SMG Parts

  • Shotguns

    • Blunderbuss - Crude Shotgun Parts
    • Energy Beam Shotgun - Advanced Shotgun Parts / Power Core / Precise Lens / Microchip (Requires Material Printer)

  • Rifles

    • Assault Rifle - Steel Rifle Parts
    • Burst Rifle - Steel Rifle Parts
    • Energy Beam Cannon - Advanced Rifle Parts / Power Core / Precise Lens / Microchip (Requires Material Printer)
    • Tesla Rifle - Advanced Rifle Parts / Power Core / Precise Lens / Microchip (Requires Material Printer)

  • Launchers

    • Rocket Launcher - Steel Launcher Parts
    • Grenade Launcher - Steel Launcher Parts
    • Railgun - Advanced Launcher Parts / Power Core / 4x Copper Wire
    • Hybrid Lobber - Advanced Launcher Parts / Xenoid Dynamo / 2x Xenoid Alloy

  • Misc Guns

    • Sulfure Gas Gun - Gas Bladder / Crude Rifle Parts
    • Chitinous Dart Gun - Crawler Medulla / Crude Handgun Parts
    • Spitter Pistol - Spitter Gland / Crude Handgun Parts / Xenohide

  • Batteries

    • Small Battery - Lead Ingot / Spitter Extract / Rubber / 2x Copper Wire
    • Medium Battery - 2x Small Battery / 1x Copper Wire
    • Large Battery - 2x Medium Battery / 1x Copper Wire
    • Power Core - 2x Large Battery / 1x Copper Wire / 2x Plastic (Requires Material Printer)

  • Crafting Tools

    • Smelting Furnace - 10x Iron Ingots / 5x Lead Ingots / 5x Aluminum Ingots


Misc Fixes and Changes

  • Changed the name of "Bauxite" to "Aluminum Ore" to avoid confusion
  • Fixed an issue that would let friends join your game during the introduction map
  • Fixed some issues with lighting on the edges of the screen


As always, we very much would love to hear your feedback, so don't be shy. Feel free to leave a message on this post, make a post on the forums, join our Discord community or email us at [email protected].