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A Few Small Fixes

Greetings Pilgrims;

This small patch contains a few quick fixes to a few lingering issues.

[h3]Patch Notes[/h3]

  • I fixed an issue with landing pads remaining in use after launching a rocket. This was a tricky fix to track down, but I am now confident it is 100% fixed. Unfortunately, it can not fix any existing saves with broken landing pads, but if you come to the Discord, I can manually fix those saves for anyone who ran into this issue. Moving forward, it won't occur.

  • I fixed some typos and language issues. Thank you kindly to "Hanorilin" from Discord for her help with this.

  • I fixed an issue related to having multiple "Aerial Defense Cannons." This will now function correctly if you have any cannon manned by a colonist.

  • I fixed an issue with the export of $1 billion worth of exports in a single rocket achievement that would not correctly fire if sent in the wrong rocket. This now fires for any rocket.

  • I fixed a few misnamed interaction tips I missed when I combined some machines for simplicity. For example, the Basic and Advanced Machine Constructors, which were combined into the "Machine Constructor," were still listed as "Basic Machine Constructor" when interacting, and many others. This adds more consistent language to the game.


That is it for this patch. This should address all lingering issues that slipped through to release, and we can now focus on the future. The first content patch will contain building and crafting QOL changes and additions. The date for this patch is not yet determined, but feel free to join Discord if you want to stay up-to-date. I appreciate your support.

A Few Small Fixes

There was a rare issue where the Hub could be placed low enough that colliders could overlap the landscape, making it impossible to place some structures.

There was a rare issue where landing pads would stay in use after you launched a rocket.

I just wanted to push these couple of small fixes to address some minor issues. I am currently working on the first big update, but I had to get this out for players. I hope to have the first major update ready for June, but if you want to stay up-to-date, consider joining the Discord. Thank you, and have fun terraforming.

Post Launch Fixes Part 3

Greetings Pilgrims;

This patch contains some fixes and tweaks based on reports and feedback gathered from the community. It should also mark the final fix patch before I begin working on the first significant update.

Thank you to everyone for supporting me and the game. It means a lot.

[h3]Patch Notes[/h3]

  • Fixed an issue where the farming level was displayed as the cooking level in the review colonist jobs menu.

  • Fixed an issue that caused the "Advanced Farm" not to remember your chosen sorting method.

  • I have increased the weight of "Killbots". They were far too light considering the weight of their parts to construct.

  • The rotation tooltips for some objects that can't be rotated were removed.

  • Fixed an issue that caused "Platinum Drills" to deconstruct as "Obsidian Drills".

  • I have added a new YouTube creator poster for GameEdged, who has been doing a fantastic series on the game. This can be found on the "Decoration Constructor."

  • I fixed a bunch of small spelling and grammar issues. A Massive shout-out to Vardis for his assistance in the Steam forums.

  • Fixed an issue where the workshop showed as a logistics center on deconstruction.

  • I added a new tip to the seeds to indicate they are planted manually on a basic farm. A few players think they should put them in the irrigation machine to grow. This tip should clarify that you must plant them in the dirt and then run the irrigation to grow plants.

  • We added a display to the mess hall to show the exact amount of food and drinks in storage, making life easier.

  • We fixed an issue where, when using "Advanced Power Generators," your base could load up offline due to the generators waiting to see if you had a worker assigned on load. This will no longer happen.

  • We have added a new way to flag clients as retail and demo builds. This should smooth over issues from cloud saves when moving from the demo to the full game.

  • Added notifications when power generators are killed by attacking creatures.


That is it for this patch. I plan to move towards the first significant update. If any minor issues get reported, I will likely add fixes to the next content update. However, if any considerable problems get reported, we will make that a priority to patch and fix. We are safe from any significant issues at this time, but I am always ready to handle what comes up. If you want to stay up-to-date with development or have a glimpse into ongoing work, consider joining the Discord.

Post Launch Fixes Part Two

Greetings Pilgrims;

It has taken a lot of hard work, but the next update is ready with various fixes and improvements to many of the issues reported by players. A huge thank you to everyone for supporting the game and for taking the time to give great feedback and reports.

We have also received a whirlwind of excellent suggestions, which we will discuss in the future after the game is stable and as close to perfect as we can achieve.

[h3]Patch Notes[/h3]

  • Opening and reading data pads will now pause the game, making them easier for players to use. However, for this to function, you must now use the escape key or press the close pad to exit. You can no longer use tab or E (the default key values), but ESC is an excellent key.

  • I have added an unstuck command.

  • We fixed an issue where pressing escape on the leaderboard resumed the game but left the leaderboard up.

  • Fixed an issue where deconstructing windmills showed the wrong name

  • Fixed issues regarding deconstructing the aerial defense turret.

  • Auto saves no longer overwrite your manually named save. Instead, they make a separate save called Auto_Save.

  • I have made a variety of performance changes.

  • Several minor fixes and tweaks have been made to try to avoid any sort of Unreal crashing issues. This one is tricky, as Unreal is far from perfect, but these should help with stability.

  • We fixed an issue with expeditions that caused your save to overwrite without structures. This should no longer occur.

  • Fixed an issue where the water filtration stacked water to 10, not 20.

  • We fixed an issue where the advanced farm could create large stacks of foods, not their maximum size of 20.

  • Fixed an issue where melons and tomatoes didn't yield the correct amount on the advanced farm.

  • I added a new button to the assigned work HUD for colonists called "Fire All." Sometimes, wild things have occurred that messed up job listings and postings. If you face any issues, this new fire-all button will set all colonists to unemployed and reset all job positions to their correct values. I hope you won't need this, but it now exists to help anyone who has issues from any mass deconstructing or bugged-out colonists.


That is it for this minor update. We will see how it goes. If we don't get many new reports, we can move on to the first significant content update. But I will be ready to tackle any more minor issues that arise. Stability and bug-free are my top priorities.

Post Launch Fixes

Greetings Pilgrims;

First, I just wanted to thank everyone who has purchased the game, especially those leaving reviews. We don't have many reviews, but we have 100% positive ones, which fills me with joy. Thank you to everyone for their support, with or without a review.

There is an issue related to older saves from the demo and demo transitions into the full version.

I have made the game run as best I can for older saves, especially those from the February next fest. But there has been so much work done since then that it is hard. They still work, but a few issues are related to newer content and old saves.

As for the transition, the Steam cloud saves tried to copy your demo settings into your full version settings. I posted a solution on the forum, but uninstalling the demo and using manual load (not continuing the game) has fixed this issue for everyone.

[h3]Patch Notes[/h3]

  • I fixed an issue with the deconstruction tool. The tool could get stuck. This was related to having it selected in the quick slots but then moving it to a different slot, taking it off your bar, or putting it into a machine. This should no longer be possible.

  • I added an auto-save feature. A few people highly requested this. I never planned for an auto-save; I assumed quick, manual, and copying saves would be best. I find it annoying when games auto-save at the wrong time. However, having a few people's games crash on them and having them lose 6 hours of time hurts my heart. So, I added an auto-save that will auto-save every 10 minutes (let me know if this seems too slow or fast).

  • I made several tweaks and optimizations to stop some players' crashes. These happen during long play sessions or in the late game. It is related to how much computation can be happening in a large mid-end game base full of colonists and several machines and facilities all working. I have added some optimizations and a few tweaks to lower calls. I wouldn't call it perfect, and I will continue to work on this aspect, but these changes should help.

  • I fixed an issue where when you teleport to base, it won't trigger air to refill correctly.

  • I fixed an issue where a player could leave from underwater to land and not have air begin to refill in a world past 50% terraforming (working atmosphere).


That does it for this small patch. I wanted to get some critical fixes based on reports and quickly add the autosave for players. I will continue to work on stability and issues if they come in, but once it settles down, I will switch to working on the first significant update that I hope to push live ASAP. I don't want to give a timeline yet as I haven't begun that work, and it would be foolish to guess, but feel free to join my discord, where I work very transparently and openly with my community.