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Signs of Life Update 24

Hey folks, we've got a new update ready for ya. This update is largely about tying up loose ends in the various gameplay systems and cleaning things up as we get closer to release. The high points are a re-worked melee system, improved ore refining, chemistry, and an expanded food and cooking system. We also put a good bit of time into various quality of life features that we'd been putting off, including the ability to scale the entire game for folks with very high resolution monitors.

Melee Rework

One of the things we've been wanting to do for a long time was to add more depth to the melee combat, so we've done a pretty significant rework. We added combo attacks, running attacks, aerial attacks and charged heavy attacks to almost every weapon. We also added some new weapon types that we'll be expanding over time.



  • Combo Attacks - Every weapon has a string of 3 combo attacks that are triggered by using the primary attack button (left click by default) shortly after hitting a creature. If you just hold down the attack button, it will pretty much act like it used to and just loop the first attack of the combo.
  • Running and Aerial attacks - If you're running or in the air and you tap the alternate attack button (right click by default) then you'll do the relevant attack. Each weapon has different running and aerial attacks so they all have a bit of a distinct feel.
  • Charged heavy attacks - If you hold the alternate attack button then you'll charge a heavy attack. Partial charge will result in a weaker attack. While charging or holding a charged attack you will walk slower.
  • The platinum weapon tier has been renamed to "Piezo-Electric" and instead of being made mostly of platinum, they are now built primarily with steel and they use platinum for the electronic components which enable the weapon to have a built-in Static Capacitor that add 25% extra damage with a 3 second cooldown.
  • We also added Dagger, Greatsword, Warhammer and Skillet weapon types, although there are still only a few of them as we're still fleshing out their various tiers.


[h2]New Weapons[/h2]
[h3]Daggers[/h3]
  • Curved Dagger - Iron Ingot + Stick
  • Combat Knife - Steel Ingot + Plastic (Requires Steel Anvil)
  • Scalpel - Steel Ingot + Plastic (Requires Steel Anvil)

[h3]Clubs[/h3]
  • Copper Club - 4x Copper Ingots (Requires Hammer)
  • Iron Club - 4x Iron Ingots (Requires Iron Anvil)
  • Bronze Club - 4x Bronze Ingots (Requires Iron Anvil)
  • Silver Club - 4x Silver Ingots (Requires Steel Anvil)
  • Steel Club - 4x Steel Ingots (Requires Steel Anvil)
  • Jewel Club - 2x Bornite Ingots + 4 Refined Rose Quartz (Requires Steel Anvil)


Refining Rework

Prior to this update, the metal refining and cooking has been kind of messy. In this update we've split cooking and refining into their own devices, and added a tech tier that lets you refine metals and cook using batteries instead of fuel. All of the basic refining devices have also been made into structures rather than items because they are just too big and awkward to be items, but we also added some portable options.



  • Campfire now can cook any single ingredient food and can be used to make bricks
  • Replaced the "Basic Smelter" with a clay Draft Furnace, that can refine Copper, Iron, Lead and Tin
  • Replaced the "Advanced Smelter" with a Blast Furnace that can refine Bronze, Steel, Aluminum, Bornite and Silver
  • Added the Induction Furnace that is powered by batteries rather than fuel and can refine Platinum, Titanium and Energite
  • Removed firestarter requirement from all refiners
  • Added a Steel Anvil and a Drop Hammer as requirements for various recipes


Chemistry

While reworking the refining systems we realized that we needed dedicated devices for chemistry processes.
  • Mortar and Pestle - Can process chemistry recipes that require up to 2 ingedients. Portable.
  • Chemistry Bench - Can process chemistry recipes that require up to 3 ingredients.
  • Chemistry Lab - Can process chemistry recipes that require up to 4 ingredients.

[h2]New Chemistry Recipes:[/h2]
  • Ammonia - Lye + 10x Dirt + Empty Glass Bottle
  • Antiparasitic Medicine - 3x Pumpkin, Bana or Delicious Seeds
  • Chunky Nut Butter - Buttery Nut
  • Cornmeal - Corn
  • Glycerol - Fat (Tallow, Plant Oil, etc) + Lye + Empty Glass Bottle
  • Ipecac Medicine - Ipecac Herb
  • Lye - Charcoal
  • Nutmeal - Hard Nut or Spray Nut
  • Organic Acid - Citrica Fruit or Spitter Gland + Empty Glass Bottle
  • Organic Black Powder - 2 Bust Nuts
  • Plant Oil - Nutmeal, Cornmeal, or Nut Butter + Empty Glass Bottle
  • Poison - 3 Cooked Grey Mushrooms + Empty Glass Bottle
  • Saltpeter - Animal Waste + Charcoal
  • Smooth Nut Butter - Chunky Nut Butter
  • Stimulant Medicine - 3x Sweety Fruit Seed
  • Sugar - 3 of the same Fruit
  • Sulfuric Acid - Sulphur + Saltpeter + Empty Glass Bottle
  • Wheat Flour - Wheat
  • Yeast - Wheat Flour + Sugar


Cooking Rework

For a long time we've had a functional cooking system, but it was pretty thin and wasn't very interesting, so we've reworked it considerably. Like the rest of our game, we've come up with a fun mix of procedural and hand-crafted foods. You'll be able to make straightforward foods like hot dogs, sandwiches and sweet rolls, but you'll also be able to make custom meals that let you combine different ingredients with stacking effects. You can make a Plated Meal with egg and bacon, or a Big Salad with raw crawler meat and buttery nuts. That last one will probably give you parasites though.



  • Added the Brick Oven that can cook any food with 2 ingredients
  • Added the Iron Stove that can cook any food with 3 ingredients
  • Added the Kitchenette that can cook any food with 4 ingredients
  • The Iron Grill now works like the Iron Stove, but it has 1 slot instead of 3 and it is portable.
  • The "Portable Tech Grill" has been renamed to the Portable Electric Stove, and it works like a portable Kitchenette but it has 2 slots instead of 4. It runs on batteries.
  • Added a Blue Cooler for organizing cooked food




[h2]New Cooking Recipes[/h2]
[h3]Basic Recipes[/h3]
Up to 2 ingredients, and can be cooked in a Brick Oven, Iron Stove, or Kitchenette
  • Roasted Nuts - Any Nut
  • Bread - Dough
  • Bread Loaf - Dough + Dough
  • Sweet Bread - Sweet Dough
  • Honey Glazed Meat - Honey + Any Meat
  • Plated Snack - Clay Plate + Any Raw Ingredient

[h3]Intermediate Recipes[/h3]
Up to 3 ingredients, and can be cooked in an Iron Stove or Kitchenette
  • Cornbread - Cornmeal + Egg + Any Fat (Tallow, Plant Oil)
  • Pancakes - Batter + Egg + Any Fat (Tallow, Plant Oil)
  • Plated Meal - Clay Plate + Any Raw Ingredient + Any Raw Ingredient
  • Pie - Sweet Dough + Any Fat + Any Raw Ingredient

[h3]Advanced Recipes[/h3]
  • Feast - Clay Plate + Any Raw Ingredient + Any Raw Ingredient + Any Raw Ingredient
  • Cake - Batter + Any Fat + Sugar + Salt
  • Baklava - Honeycomb + Wheat Flour + Any Fat + Any Nut
  • Artisanal Pie - Sweet Dough + Any Fat + Any Raw Ingredient + Any Raw Ingredient

[h3]Preparation Recipes[/h3]
These are recipes that do not require cooking, and they can be made in your inventory through the crafting menu.
  • Simple Salad - Clay Bowl + Lettuce
  • Topped Salad - Clay Bowl + Lettuce + Pretty much any ingredient
  • Big Salad - Clay Bowl + Lettuce + Pretty much any ingredient + Pretty much any ingredient
  • Dough - Wheat Flour + Yeast + Any Fat + Salt
  • Sweet Dough - Dough + Sugar
  • Batter - Wheat Flour + Egg + Any Fat
  • Sandwich - Bread + Any Cooked Meat + Lettuce
  • Big Sandwich - Bread Loaf + 2x Any Cooked Meat + 2x Lettuce
  • Sweet Roll - Sweet Bread + Any Fat + Sugar
  • Hot Dog - Bread + Any Meat


New Dungeon

For awhile now there have been 8 alien temples scattered around worlds that allow you to unlock abilities of the Strange Alien Gadget. In the last update, we expanded on the "Spacetime" temple that always generates under the mining base, and in this update we expanded on the "Heat" temple. There is a new boss, and a new dungeon to explore.

Quality of Life
  • Added an AGIS assisted automatic journal that records "important" things that happen during gameplay. The intention here is to strike a balance where we can give folks something to reference if they get lost or stuck, without just blatantly telling the player what to do in the form of an explicit quest objective. This is something that we'll be fleshing out over time, and we're very much open to suggestions about places where we could add additional entries.
  • If you have a refiner open and you are looking at a relevant refiner recipe in your crafting menu, you can now click a "Transfer" button to put the items in the appropriate slot in the refiner with one click.
  • Added an option to scale the entire game up in 25% increments. This should help folks that have trouble with the tiny UI on high resolution monitors.
  • Complete overhaul of recipes and their organization
  • Added a Change Ammo Type keybind (C by default) that will cycle through the valid ammo types for your weapon.
  • You can now hide items from the Automatic Item Slots in the HUD by clicking the "hide" icon in the item details in your inventory.


Gameplay Changes
  • Adjusted tutorial asteroid boss fight - It was brought to our attention that it was pretty darn irritating that the very first thing we give you to fight is immune to damage from the player, so we added a first phase to that encounter where you get to beat up on a weird tentacle creature. After dealing enough damage, the boss creature will wake and engage the player. We also made the destructible block in that boss area more obvious.
  • Creatures will now only spawn on natural blocks (dirt, mud, etc)
  • A bunch of small changes to various structures in the world to fix a variety of issues.


Ipecac

We added an ipecac herb and made it so you can turn it into medicine. When consumed, it... clears you of status effects and empties your uh... fullness meter.


What's Next?

Our immediate goal is to do a slight revamp of the intro/tutorial areas to make them flow a bit better and to file off some of the rough edges. After that, we're mostly going to be working on one of the last story related areas of the game deep underground on the planet.

This update was primarily about tying up the loose ends with the basic systems of the game, and now we need to do the same with the story content. Right now the story content just sorta ends abruptly, and nothing is really resolved, but hopefully we'll fix that in the not too distant future.

This update ended up having us touch just about every part of the game from top to bottom, so it is entirely likely that there are some issues we haven't caught and I encourage you to let us know if you run into any issues or have any suggestions. As always, we would love to hear from you, so feel free to comment on this post, get in touch through the Steam Forums, join the Official Discord Server, or email us at [email protected].

Signs of Life Update 23



Hey folks, we have a new update ready to go. The main goal with this update was to add a new area to explore, and to do a better job of introducing some of the mechanics related to the intelligent aliens.

I've added spoiler tags to some of these update notes because the intention is for folks to discover these things for themselves, but you do you.

You will need to generate a new world to see most of the new content, which is primarily located in the area underneath the Mining Base.

New Content

Reworked Mining Base - Expanded the area beneath the mining base in order to expand on the mechanics and lore of the intelligent aliens
  • New Boss - Xenostone Colossus, found in the area underneath the mining base.
  • New enemies:

    • Xenostone Artillery - Throws explosive rocks at players
    • Xenite Crawler - Crawler that seems to be infused with xenite crystals
    • Xenoid Hound - Quadruped creature that will try to run down the player and gore them with his tusks
  • Energy Plate Armor Set - A set of armor based on a new material introduced in this update called Energite. This armor has a set bonus that gives you a recharging energy shield that can block physical damage.
  • Titanium Armor Set - A set of high-tier armor made from the strong and light metal Titanium.
  • Mining Light Helmet - A helmet you can wear that projects a light in the direction that you're looking.
  • Titanium Weapons
    • Titanium Sword
    • Titanium Pick
    • Titanium Spear
    • Titanium Club
    • Titanium Bow
    • Titanium Crossbow
    • Titanium Shield
  • Xenoid Repulsor - This structure is able to pull asteroids out of space and cause them to crash into the planet. The meteors can be cracked open to find mineral deposits. Right now, the meteors can contain Platinum, a new mineral called Energite, and [redacted]. We plan to expand on this system in the future. It can be found along the bottom of the planet.
  • Industrial Mining Laser - A large, hand-held mining laser that can rapidly dig through tiles.
  • Strange Energy Leecher - A device that can leech alien energy out of the strange stalks with the glowing tips.
  • Craftable Thatch Tile Set
  • Energite Capacitor - Increases maximum Capacitor Charge by 250


New Recipes
  • Titanium Armor Set

    • Titanium Helmet - 3x Titanium Ingot, 2 Straps, 1 Buckle (Requires Material Printer)
    • Titanium Torso - 5x Titanium Ingot, 2 Straps, 1 Buckle (Requires Material Printer)
    • Titanium Arms - 4x Titanium Ingot, 2 Straps, 1 Buckle (Requires Material Printer)
    • Titanium Leggings - 4x Titanium Ingot, 2 Straps, 1 Buckle (Requires Material Printer)
    • Titanium Gloves - 2x Titanium Ingot, 2 Straps, 1 Buckle (Requires Material Printer)
    • Titanium Boots - 2x Titanium Ingot, 2 Straps, 1 Buckle (Requires Material Printer)
    • Titanium Shield - 6x Titanium Ingot, 1 Strap (Requires Material Printer)
  • Energy Plate Armor Set

    • Energy Plate Helmet - 2x Energite Rod, 2x Titanium Ingot, 2 Straps, 1 Buckle (Requires Material Printer)
    • Energy Plate Torso - 5x Energite Rod, 5x Titanium Ingot, 2 Straps, 1 Buckle (Requires Material Printer)
    • Energy Plate Arms - 3x Energite Rod, 3x Titanium Ingot, 2 Straps, 1 Buckle (Requires Material Printer)
    • Energy Plate Leggings - 4x Energite Rod, 4x Titanium Ingot, 2 Straps, 1 Buckle (Requires Material Printer)
    • Energy Plate Gloves - 2x Energite Rod, 2x Titanium Ingot, 2 Straps, 1 Buckle (Requires Material Printer)
    • Energy Plate Boots - 2x Energite Rod, 2x Titanium Ingot, 2 Straps, 1 Buckle (Requires Material Printer)
  • Steel Combat Armor

    • Steel Combat Helmet - 2x Steel Ingot, 2x Plastic, 1x Buckle
    • Steel Plate Carrier - 5x Steel Ingot, 5x Plastic, 2x Buckles
    • Steel Combat Boots - 2x Steel Ingot, 2x Plastic, 1x Buckle
    • Riot Shield - 2x Steel Ingot, 6x Plastic, 1x Buckle

  • Carbon Fiber Spindle (x3) - 1x Plastic, 1x Sulfur (Requires Smelting Furnace)
  • Titanium Bow - 4x Titanium Ingot, 1x Carbon Nanotube (Requires Material Printer)
  • Titanium Crossbow - 4x Titanium Ingot, 1x Carbon Nanotube (Requires Material Printer)
  • Titanium Arrows (x5) - 2x Titanium Ingot, 1x Carbon Fiber Spindle, 2x Plastic
  • Titanium Bolts (x5) - 1x Titanium Ingot, 1x Carbon Fiber Spindle, 1x Plastic
  • Titanium Sword - 4x Titanium Ingots, 1x Carbon Nanotube (Requires Material Printer)
  • Titanium Pick - 4x Titanium Ingots, 1x Carbon Nanotube (Requires Material Printer)
  • Titanium Spear - 4x Titanium Ingots, 1x Carbon Nanotube (Requires Material Printer)
  • Titanium Club - 4x Titanium Ingots, 1x Carbon Nanotube (Requires Material Printer)
  • Energite Capacitor - 1x Energite Rod, 1x Platinum Ingot, 1x Carbon Fiber Spindle, 1x Advanced Launcher Parts
  • Industrial Mining Laser - 1x Advanced Rifle Part, 1x Standard Lens, 1x Rough Ruby, 1x Microchip (Requires Material Printer) (Must be found in-world before you will get the recipe. It is located in a cave left of the lowest part of the Mining Base. It is accessible after getting some items within the new expanded area under the Mining Base.


New Strange Alien Spells

In this update we added a new set of alien spells based around the idea of being able to summon a helpful totem. You can acquire the first totem spell at the end of the new area.
  • White Totem: Once deployed, you can use the homeward spell on creatures in order to teleport them to the totem.
  • Red Totem - Heals in an area around the totem
  • Black Totem - Repeatedly fires a chaotic, powerful projectile
  • Orange Totem - Emits a moving flame wall that can set creatures on fire that are caught in items
  • Blue Totem - Emits a freezing beam that will slow the movement of hostile creatures
  • Purple Totem - Emits a damaging beam of energy that harms any hostile creatures
  • Green Totem - Fires bolts that calm hostile creatures for a few seconds
  • Yellow Totem - Increases the growth rate of nearby plants


UI Changes
  • Added a search button to containers, which will let you search through them for any items that match a search term.
  • Fixed some issues related to the item details on quick slots, including issues with changing ammo types.


Balance Changes
  • Arrows and bolts now do more damage the faster they are moving when they strike the target. This also involved a bit of a rebalance of arrows. Arrows should do more damage overall now.
  • We've removed the crossbow alternate fire with the fan of bolts, and have instead made the crossbow fire more like a semi-automatic gun once it is loaded with bolts.
  • We've renamed the Steel Armor Set to the Carbon Steel Armor Set, and added a carbon nanotube to the recipe for the components. Originally steel was one of the highest tier materials, but over time we've made steel ingots easier to craft, so we feel like this puts steel in a better place in terms of the overall gear progression.
  • Increased the amount of sulfur deposits and added sulfur to the drop table for ants. The goal here is to make it less annoying to get the raw materials for gunpowder.


Other Misc Changes
  • We recently changed the way picks work in order to make them more generally useful. In the past, picks would either break or damage one block at a time, no matter how strong the pick was. Now, picks can slice through multiple blocks per swing depending on how strong the pick is and how weak the material you're digging through is.
  • Fixed some slope tile collision issues. You shouldn't hit your head on overhead slopes anymore
  • Fixed some issues with ladders.
  • Improved damage calculations for explosions to be more consistent
  • Material grinder will grind more natural tile types, including dirt, mud, and tiles associated with ants and crawlers. Let us know if you notice any other tiles that aren't grindable and should be.
  • Added a map ping for the GPS device that tracks the Hypercapacitor
  • Added female graphic option for the background of the Equip window and the Cybernetics window
  • Updated container graphics for the side-pouches of the inventory
  • Fixed some graphical inconsistency with the various gems
  • Added new SFX to Material Golems and Xenite Remnants
  • Made most of the structures in the Pioneer Station and the Mining Base breakable if you have the highest tier lens installed in your MEG tool.
  • Fixed a bunch of miscellaneous bugs not worth mentioning specifically.


What's Next?

With this update, we're pretty happy with the amount of content on the surface and near-surface of the planet, so we're going to go deeper. Our next goal is to make the bottom of the planet more interesting as well as start to tie up the story content progression. We're just a couple content updates away from finishing the base story content now, and once that is done we'll be pretty close to ready to leave Early Access.

As always, we very much want to hear what you folks think of our new update. Let us know if you see balance problems, bugs, or if you just have suggestions for cool stuff to add by responding on this event, on the Steam Discussion forums, the official Discord server, or you can email us directly at [email protected].

Signs of Life Update 22



Heya folks, we've got a new pretty significant update ready. Our intention with this update is to improve on a lot of the foundational parts of the game, improve the ease of use of various mechanics and systems, and add some new fun progression mechanics. Also we made it so when you eat raw meat you have a chance of getting a parasite that will gestate inside your guts and consume some of your digesting food until it grows big enough to burst out.

Cybernetics

We decided to add cybernetics because we felt like the game needed more fun choices with regards to character progression. Cybernetics lets us add certain kinds of specialization or trade-offs that are rooted in something physical rather than just an abstract skill or stat. Maybe your character is better at melee combat because he equipped big beefy Behemoth cybernetic arms, or maybe you've got Sleek cybernetic arms that improve your ranged accuracy. Most cybernetics have an energy cost, either over time or when used, and all cybernetics can be toggled on and off within the Cybernetics window, which can now be accessed by clicking the button on the top right of the Character menu. When toggled off, cybernetics will still function as basic limbs/organs, but they will lose any of their beneficial properties as well as their associated energy costs.



[h2]Cybernetic Limbs[/h2]
Cybernetics arms and legs will have the most direct impact on minute to minute gameplay, as they will have the most impact on your defenses, movement abilities and weapon handling. Cybernetic legs will be able to adjust things like your run speed, encumbrance, jump height, etc while cybernetic arms will be able to adjust things like ranged accuracy and melee damage. All cybernetic limbs will have some additional defense, although the tradeoff is a slight reduction in blood volume (max health). Some cybernetic limbs are "Bulky", which means they cannot be worn under armor, but the rest can be combined with armor.

[h3]Cybernetic Arms[/h3]
  • Stripped
    [expand]
    [h4]Recipe[/h4]
    • 1 Carbon Nanotube
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]
  • Low Profile
    [expand]
    [h4]Recipe[/h4]
    • 2 Carbon Nanotube
    • 2 Platinum Ingots
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]
  • Sleek
    [expand]
    [h4]Recipe[/h4]
    • 2 Carbon Nanotube
    • 4 Plastic
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]
  • Ratchet (Bulky)
    [expand]
    [h4]Recipe[/h4]
    • 1 Carbon Nanotube
    • 4 Copper Ingots
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]
  • Junker (Bulky)
    [expand]
    [h4]Recipe[/h4]
    • 2 Carbon Nanotube
    • 4 Bronze Ingots
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]
  • Heavy (Bulky)
    [expand]
    [h4]Recipe[/h4]
    • 2 Carbon Nanotube
    • 6 D6 Polymer
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]
  • Behemoth (Bulky)
    [expand]
    [h4]Recipe[/h4]
    • 3 Carbon Nanotube
    • 6 Lead Ingots
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]


Some cybernetics also have special abilities, that are equipped and used like weapons. Once installed, these abilities are accessible from the Cybernetics Menu, and can be found in the appropriate slot in the hotbar (Guns in the gun slot etc).

Cybernetic Arms with Abilities
  • Autocannon
    [expand]
    [h4]Recipe[/h4]
    • 3 Carbon Nanotube
    • 1 Steel SMG Parts
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]
  • Bolt Driver
    [expand]
    [h4]Recipe[/h4]
    • 3 Carbon Nanotube
    • 1 Steel Launcher Parts
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]
  • Forgeblade
    [expand]
    [h4]Recipe[/h4]
    • 3 Carbon Nanotube
    • 2 Platinum Ingots
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]


[h3]Cybernetic Legs[/h3]
  • Stripped
    [expand]
    [h4]Recipe[/h4]
    • 1 Carbon Nanotube
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]
  • Low Profile
    [expand]
    [h4]Recipe[/h4]
    • 2 Carbon Nanotube
    • 4 Platinum Ingots
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]
  • Sleek
    [expand]
    [h4]Recipe[/h4]
    • 2 Carbon Nanotube
    • 4 Plastic
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]
  • Ratchet (Bulky)
    [expand]
    [h4]Recipe[/h4]
    • 1 Carbon Nanotube
    • 6 Copper Ingots
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]
  • Junker (Bulky)
    [expand]
    [h4]Recipe[/h4]
    • 2 Carbon Nanotube
    • 6 Bronze Ingots
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]
  • Heavy (Bulky)
    [expand]
    [h4]Recipe[/h4]
    • 2 Carbon Nanotube
    • 6 D6 Polymer
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]
  • Behemoth (Bulky)
    [expand]
    [h4]Recipe[/h4]
    • 3 Carbon Nanotube
    • 6 Lead Ingots
    • 1 Steel Machine Parts
    • 2 Microchips

    [/expand]
  • Jet (Bulky)
    [expand]
    [h4]Recipe[/h4]
    • 3 Carbon Nanotube
    • 4 Platinum Ingots
    • 1 Jumpjet Core
    • 2 Microchips

    [/expand]


[h2]Cybernetic Organs[/h2]

[h3]Cybernetic Hearts[/h3]
  • Synthetic Heart
    [expand]
    [h4]Recipe[/h4]
    • 1 Carbon Nanotube
    • 1 Steel Machine Parts
    • 1 Microchips

    [/expand]
  • Partially Synthetic Heart
    [expand]
    [h4]Recipe[/h4]
    • 1 Carbon Nanotube
    • 1 Human Heart
    • 1 Steel Machine Parts
    • 1 Microchips

    [/expand]


[h3]Cybernetic Lungs[/h3]
  • Synthetic Lungs
    [expand]
    [h4]Recipe[/h4]
    • 1 Carbon Nanotube
    • 1 Steel Machine Parts
    • 1 Microchips

    [/expand]
  • Partially Synthetic Lungs
    [expand]
    [h4]Recipe[/h4]
    • 1 Carbon Nanotube
    • 1 set of Human Lungs
    • 1 Steel Machine Parts
    • 1 Microchips

    [/expand]


[h3]Cybernetic Stomachs[/h3]
  • Synthetic Stomach
    [expand]
    [h4]Recipe[/h4]
    • 1 Carbon Nanotube
    • 1 Steel Machine Parts
    • 1 Microchips

    [/expand]
  • Metabolic Accelerator Stomach
    [expand]
    [h4]Recipe[/h4]
    • 2 Carbon Nanotube
    • 1 Standard Capacitor
    • 1 Steel Machine Parts
    • 1 Microchips

    [/expand]
  • Bioreactor Stomach
    [expand]
    [h4]Recipe[/h4]
    • 1 Carbon Nanotube
    • 2 Biofuel
    • 1 Steel Machine Parts
    • 1 Microchips

    [/expand]


[h3]Cybernetic Eyes[/h3]
  • Synthetic Eyes
    [expand]
    [h4]Recipe[/h4]
    • 1 Carbon Nanotube
    • 2 Standard Lenses
    • 1 Steel Machine Parts
    • 1 Microchips

    [/expand]


I want to stress that most of our time spent on the cybernetics has gone into implementing this system, and we very much need feedback on how to balance it well. We want your feedback on how the cybernetics feel, as well as what you'd like to see added. We already have plans for eye lasers and a cybernetic stomach that turns any food contents into an acid that you vomit, but if you guys can think of anything else then let us know!

Carbon Nanotubes

We got some feedback regarding the overall tech progression that led us to adding a new crafting material, Carbon Nanotubes. They're used in all of the cybernetics crafting, and we will also be updating some old recipes to include carbon nanotubes over time. Carbon nanotubes are grown in a Carbon Nanotube Processor, and require a charged battery as well as a rich source of carbon such as coal, anthracite or charcoal.


You'll be able to find a carbon nanotube processor in Dr. Hahn's lab in the Pioneer Station, and once you've scanned it you should get the recipe.

World Generation Changes

In this update, we've basically completely re-written the world generation code as well as reduced memory usage to the point that we could support much larger maps. The most immediately obvious change is that newly generated worlds will be bigger, and we've added slopes to all naturally generated tiles like dirt and stone, which really makes the world look and play a lot better. In general, worlds should also generate a bit less messy - things on the surface will more cleanly mesh with the ground, tunnels underground will connect to locations better, etc.

The biggest change isn't really exposed to players directly, but opens a lot of doors, and that is that we've now got the world generating based on data files instead of being hard-coded. This means that it is now much, much easier for us to add new things to the world generator (new bases, new materials, etc), but it also means that, at least in principle, folks can tinker around with those data files and make custom worlds. We haven't really exposed that stuff cleanly through Steam Workshop yet, but that is very much our intention in the not too distant future.

One thing we will need help with is dialing in the proper ore and resource density with the new world generator. We tried to match it pretty closely to what it was before, but we need you folks to get your hands on it and let us know how it feels. There are probably still some other issues as well, so let us know if you see any general weirdness with the world generator.

World Zooming

You can now zoom in and out in the world by using the Up and Down arrow keys by default. We are also working on making it so you can scale the UI and containers/menus, but that is not quite ready yet.

Fonts

We've replaced the existing fonts with some more readable, bigger fonts. We've also gone through most of the UI elements in the game to make sure that all sizes of fonts fit and look right. There are a handful of exceptions, notably the MEG tool menu, which is slated for a full re-work in the not-too distant future. The changes we made to the font systems also means that we're a step closer to supporting other languages.

Armor and Clothing Dyeing

Having only the base colors for clothing and armor was pretty limiting, so we decided to add dyeing. You can use Dye Pigments on Dye Basins which will bring up the Dye color picking menu. Once you've dyed a Dye Basin, you can use the basin to dye armor and clothing. You can then later use a Dye Cleaning Rag to clean off any dye.



Dropped Backpack on Death

From now on, when you die with item drop on death enabled you will drop a convenient backpack rather than spewing out your items. When you right click on that backpack it will re-equip you with whatever you had when you died. Your dropped backpack will also show up on the minimap and GPS Device Map.

New Block Building

We've struggled with the balance problems inherent in a game like this for awhile, and we want to try something different for the way blocks are placed in the world. We don't want to make creatures that can simply move or attack through walls, but the ability to just place blocks instantly anywhere you want really makes it easy to trivialize almost any fight in the game. The solution we want to try is a new system that delays block building by a short time in a way that shouldn't slow down the creative side of building. It works like this:

Blocks will be printed out over time, and any creature that passes through will cancel the building process of that block. You can queue up many blocks to build at once, so ideally it isn't too intrusive when you just want to build, while still making it a bit harder to just wall up any creature you come across.

Try it out and see what you think. If you hate it, this change can be disabled by going to the settings menu and setting "Instant Block Placement" to "on".

Reworked Ore Scanner

We've never been particularly happy with the way the Scan Laser functioned in the game so in this update we've reworked it pretty significantly. Now, the primary function of the Scan Laser will scan creatures, structures, and it will also periodically send out a pulse of ground-penetrating particles that bounce off of any detected ores or other buried resources.



Our goal here is primarily to reduce the amount of random digging you need to do, while still leaving some ambiguity about what you're detecting. The scan laser is great for finding pockets of resources, but you'll need to dig your way there to find out what the resource actually is. Give it a shot and see how it feels.

Reworked Codex

We've overhauled the Codex a bit. Previously you could only scan creatures, but in this update the codex will also track scanned structures in the world and any datapads you find will be automatically downloaded to your codex.

Corn

We wanted to add craftable corn dogs but we hadn't actually added corn to the game yet. Each corn seed will grow 2 cobs, and a cob can be put in the grinder to separate out some seeds.

New Recipes
  • Cybernetics Station
    [expand]
    • 1 Steel Machine Parts
    • 1 Carbon Nanotubes
    • 4 Platinum Ingots
    • 1 Microchip

    [/expand]
  • Carbon Nanotube Processor
    [expand]
    • 1 Steel Machine Parts
    • 4 Platinum Ingots
    • 1 Microchip

    [/expand]
  • Corndogs
    [expand]
    • 3 Shucked Corn
    • 3 Raw Red Meat
    • 1 Wood Board

    Requires a heat source and makes 3 corndogs per recipe.
    [/expand]


UI Changes
  • Fixed various graphical issues with the Minimap
  • Revamped the GPS Device Map


Gameplay Changes
  • Creature spawning has been changed pretty significantly, let us know if you think it is better or worse
  • Slopes should work better now. They're still not perfect, but they should be a lot less janky than they were previously.
  • Status effects are now saved when you exit the game


Parasites

Apparently the creatures on the planet are infected with some kind of parasitic lifeform, so you should make sure to cook any raw meat before eating it.

What's Next?

We've been working on new story content simultaneously with all of this other stuff in this update, so our plan is to finish some of that up next. We're actually pretty far along on the next story content update, so it shouldn't take us all that long to get finished. We've got a handful of story updates planned that should give more context to the world (and it's inhabitants...) and have a satisfying conclusion, so finishing that story content will be our primary objective for awhile.

As always, we very much want to hear your thoughts about the new changes, and just the game in general. Tell us what you think in the comments, the Steam forums, official Discord server, or you can email us at [email protected]

What We're Working On (January 2021)

Hey folks, it's been a bit since our last update and I know we can be kinda quiet when we're busy behind the curtain, so we wanted to give you an idea about the stuff we're working on.

Revamped Mining Base Story Content

We're somewhat close to finishing this up, as we have most of the new mechanics, creatures and assets finished. We still need to finish up the new boss, build out the levels and tie everything together.

World Generation

The current worlds are too small, and use up too much memory so we're fixing the glitch. The next update will allow for larger worlds, and those larger worlds are really going to let us play around with making the surface of the planet more interesting.

World Zooming

We're adding the ability to zoom in and out in the world. We also plan on doing UI scaling before leaving Early Access, but this is the first step in future-proofing the game for different screens and resolutions.


Ore Scanning

The current ore scanning has always felt functional but really janky to me, so we're re-doing it completely. Our main goal is to create a system that helps you find ore so it doesn't feel like you're just digging randomly, without simply pointing out the ore on your screen. The new system will show you the projected density of ore overlayed on tiles in the world, and if you find a bright enough spot then you'll find ore.


Cybernetics

Um, we decided to add cybernetics to the game. I can't fathom what inspired it, but here we are.


Parasites that burst out of your stomach


Reworked Codex

The current in-game codex only tracks creatures, but we want to make it more of a generic data storage device. To that end, we're adding the ability to scan structures in the world, and the codex will also track any datapads you find and read.

Block Building Delay

One of the persistent balance problems we've had with the game was that it was too easy to just take a stack of blocks and wall in any creature you come across. In the next update, we've added a small delay to block building, that can be interrupted if any creature moves through it while it is building in the world.


Anyway, that's what we've been working on. We don't really have a firm ETA for you folks on when it'll make it into the game, but I'd be surprised if it took us more than a month or two to finish this stuff up.

Hope everyone has a great 2021!

As always, if you have any suggestions, criticisms or just want to say hi then 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 20

Nights on the surface of the planet have become spookier and more ominous, and there seems to be a strange red comet in the sky. On the plus side, the red comet seems to be emitting some kind of radiation that is increasing the speed of plant growth.

New Content
  • New Creature - Ominous Bulb
  • New Seed - Ominous Seed()
  • New Flora - Ominous Tree (with 4 color variations)
  • Ominous Wood()
  • Ominous Crystal ()
  • New Weapon - Ominous Wand


Other Changes
  • Base stamina reduced from 200 to 100, but the Well Fed buff now also gives +100 Max Stamina
  • Sweet fruit now gives you a buff with +50 max stamina
  • Expanded modding API to support scripted projectiles and flora
  • Added a setting that enables walking up one block inclines


This was a fun distraction for us, but rest assured that we're still hard at work on the next story content update and we're super excited to get it into your hands soon :)

As always, if you have any suggestions, criticisms or just want to say hi then feel free to post a comment on this announcement, make a post in the Steam discussions, or join us at the official Discord Server.