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Surviving Ceres News

Launch Is Ready

Greetings Pilgrims;

This update marks the final update before the game's launch. Unless an issue requires an emergency patch, the game should be ready to go, and we can start to look toward its future.

This update is a big update for the Demo. If you are a demo player and want to know what has changed, you will need to read through the previous four update notes posted to the full version.

This update improves the Demo drastically and smooths the transition from a demo save to a full version save.

Older saves will continue to work with minor exceptions to specific recipe changes. Some changes won't be live in an older save, but functionally, they will work without issue.

In terms of the full version, there are only a few minor tweaks. There were minor issues with item descriptions, minor performance enhancements, and a change to how the farm calls for plants to grow. It was previously calling to overlapping machines if you placed machines in the dirt for farms. This will no longer cause an issue.

Thank you so much to everyone for their fantastic feedback and the many creators who helped show the game to players. I can't wait to see how the launch goes and how players feel as we set our sights on post-launch updates. Your feedback and ideas will go a long way towards improving the game.

Preparing For Launch part 4

Greetings Pilgrims;

This might be the last update before launch, but we may need one more with any tweaks or fixes if issues are found over the next few days. This patch aims to fix the problems with resolution changes, adds a FOV slider, and provides a few fixes.

[h3]Patch Notes[/h3]

  • I tweaked the DPI curve that affects resolution scaling. It was making icons too large on 2k, and I made a few other minor tweaks. My testers will have to verify this, but I am hopeful the HUDS will look good on all resolutions now.

  • Fixed an issue that prevented "Kill Bots" from deconstructing properly.

  • Fixed a mission tip issue that could cause it to get stuck on "Build an expedition facility" if you built the facility before the tip was active. It now correctly skips this tip if you have already built an expedition facility before required.

  • I added a new FOV slider that allows you to set the FOV from 50 to 150. The default is still 90, but it can now be changed. I don't know who might need as high as 150, but you do you.

  • Tweaked the gains from certain raw foods

  • Fixed an issue that prevented a supply crate from functioning in the cave that opens at 70% terraforming.


That is it for this patch. It is time to get back to work on finalizing any lingering issues. Trying to achieve perfection is nearly impossible, but the game is in a fantastic state, thanks to some amazing players, creators, and testers. I am very grateful for your help and support. I can't wait to get players into the full game and start looking towards the future with significant content updates and changes.

Preparing For Launch Part 3

Greetings Pilgrims;

This minor update contains a few critical updates for the game before launch. After some testing on this current build, one more update will be added. Then, we should be good to go for launch and can look to the future.

[h3]Patch Notes[/h3]

  • We added a poster for MasotankaTV from Twitch as a thank-you for their support and content.

  • Some additional checks and fixes were added to ensure colonists don't walk around as just heads.

  • A fix was added to ensure colonists begin work correctly after being assigned.

  • Changed the total research list to 118 to match the real number

  • Tweaked the cost for tier 5 exports to better align with the cost and gains from export 4

  • I added a few sounds to the correct sound classes where there were issues, such as the aerial defense cannon rotation. It is now tied correctly to the SFX volume slider, as well as a few other sounds that were missing sound classes.

  • I added a DPI curve to the HUDs that should help scale the resolution for very small or very large screens.


Next, I need some testers to check out how the game handles their resolutions. I cannot test 4k, 8k, and ultra-wide resolutions, so I rely on others to help me test these changes and then push any tweaks to this system, leaving a few other small bits of polish to finish.

Preparing For Launch Part 2

Greetings Pilgrims;

This update features a variety of fixes, changes, additions, optimization changes, and QoL changes. We have received great feedback from content creators, streamers, demo players, and testers. This update takes their hard work and uses it to improve the game as we head towards the May 2nd launch. A huge thank you to everyone who has helped support the game through feedback and kind words.

[h3]Patch Notes[/h3]

  • We have added a confirmation when deconstructing the wireless power facility. This ensures players know this will disrupt their base power and that it must be replaced and reset.

  • Changed research done in the research center to remember where you are on the scrollbar when unlocking technologies.

  • Fixed an issue where colonists could consume full stacks of food and water items.

  • Reduced a variety of recipes for parts and goods to streamline progression and keep things from being too much of a grind.

  • Changed a few tips to ensure clarity and that enough valuable information is being given to the player at different game stages.

  • Fixed an issue found when deconstructing the research center.

  • Fixed an issue that could cause colonists to get stuck trying to eat when they failed to find a seat at a table.

  • We have added a blocking volume to deny placing machines into the dirt on farms. This would break machines when they tried to grow the machine like a plant, causing issues.

  • Changed the text on the starter rocket to better inform new players that taking nothing is a good option when you don't know what you need, and let them know they can call for supplies with that same funding later when they have a specific need.

  • Fixed an issue where the power display showed KW instead of MW

  • Fixed a minor issue with hydropower converters not showing the correct visual when operating.

  • We reduced Storage space by four, lowering it to 20 slots. However, we added three research unlocks, each with five additional slots for storage containers. We effectively added 11 slots, but you must unlock them through research.

  • We fixed an exploit where you could remove rocket fuel from a rocket after launching it, and it would still launch. Now, when you hit launch, you can no longer interact with the rocket inventory.

  • Fixed an issue when deconstructing the parts machine.

  • Increase EXP gains on advanced facilities and machines.

  • Fixed and tweaked all display screens to have 100% synchronicity with the mission control room and deny access if you remove your mission control room.

  • Increased the flashlight's power and radius to help better navigate the darkness


I expect to push one more patch ahead of launch and, at that time, also patch the demo to match the launch version of the game. To maximize development time, I have left the demo back a few patches, but that will change ahead of launch. Thank you for your support. I can't wait to get players into the game and start looking towards the future and post-launch content updates.

Fixes, Tweaks, And Additions

Greetings Pilgrims,

We have had some great creators dive deep into the game lately, which has brought a variety of great feedback, bugs, and suggestions. This patch adds many of these things to the game and many minor fixes based on beta play testing.

[h3]Changes, Tweaks, Additions[/h3]

  • Fixed an issue related to deconstructing the operated aerial turret.

  • Fixed an issue that could cause colonists to be a head without a body when at work.

  • Fixed an issue that could cause oxygen loss when exiting water in a world past 50% terraforming with an atmosphere.

  • Fixed an issue that prevented killbots from attacking correctly.

  • Fixed an issue that could break quick slot items occasionally.

  • We added a blocking volume to the landing pad to prevent buildings from being built above it, causing rockets to clip through the floor above.

  • Fixed a stacking issue that could occur with potatoes.

  • I changed some wording on a few HUDS to be more concise and clear.

  • Fixed an issue with colonists and military production / aerial turret assignment that could allow you to double assign to one job when you didn't have enough spots for that job built.

  • Changed some supply pod loot to benefit better players who clear pods.

  • I changed the materials and goods tips to include where they are created.

  • Fixed an issue that could cause your power to turn off when returning from an expedition.

  • Changed some supply chest contents.

  • Changed the machine function button color to make it pop out to players more easily.

  • I added a few new posters for some creators to the game.

  • I changed the technology unlocked text in the RND to not hide descriptions of unlocked items, in case players need to read them.

  • I changed a few recipes to be more in line with what I feel they should cost based on when you can create them. This includes things like food, expedition facilities, lights, and more.

  • Fixed an issue that could crash the game if you attempted to sort an empty machine.

  • We fixed a DUPE issue that was found by dropping items from the last slot of your inventory. Then, without moving the mouse, you press the drop key again to drop additional versions of that item.

  • Fixed some quick slot issues regarding items you hand to facilities, such as ballistic payloads and terraforming upgrades.


That does it for this patch. Over the next couple of weeks, I will be aggressively testing the game, looking for any issues or friction in the balance of the game, while also looking to optimize things for the future. We are well on track for release, and I can't wait for players to try the whole game. It is in a great state, and there are tons of ideas that we can bring to the game in the future post-launch. I will make a roadmap before release to cover some of these plans. Thank you, and see you in the game soon.