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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.

Preparing For Launch

Greetings Pilgrims;

First, I have ended the beta ahead of this build. The beta players have been amazing, but I want to keep them out of this last build so they have some surprises for the launch. A huge thank you to everyone for their help with the game; it would not be nearly as bug-free and smooth without your feedback.

On a sadder note, I have decided to pull the translations. I am OK with having machine translations for the beta and the demo. But I am not OK with launching the game with terrible machine translations. I had hoped to get community help to polish translations, but it didn't happen. For that reason, I am temporarily pulling all non-English versions. My previous Steam title, "Game Dev Masters," had machine translations, and around 90% of the total negative reviews were basically "Translations are bad." I want to avoid any negative reviews for Ceres related to poor translations. I am very sorry to any non-English players who had planned to play the game. I can't move forward with bad translations. If the game succeeds, I will re-invest that revenue into getting professional translations, but there are no guarantees of success.

Let's get into the patch notes.

  • Added a new sorting option for your inventory to sort items by name.

  • Changed all machines from having a recessed name to an extruded name that is more visible from angles.

  • We have added sounds to the alien lifeforms. They will now make noise when they play animations above the flat plateau. To ensure it isn't annoying to players in their bases, they can only be heard when somewhat close to them.

  • We have added a new sky camera view you can swap to while placing structures. This allows players to get a view from above to ensure the placement of base modules aligns with their plans.

  • We have separated crafting material requirement texts into multiple text lines, allowing recipes to show which materials you have and which are missing. We use green and red texts instead of just making the text red if you have one of the materials but not the others.

  • We added a delay to the sound played when damage is taken. This will prevent the groaning when taking damage rapidly from being too annoying. It will now only play once every 10-15 seconds.

  • We added coffee as a drinkable liquid to the game. This new drink increases colonists' happiness and comfort and gives the player five extra max stamina every time they drink it.

  • I fixed a variety of issues that could occur when deconstructing certain base modules that interact with colonists. These should be mostly fixed, but I will continue to debug this issue to ensure it is fully handled.

  • Based on feedback, we changed the save and exit button locations in the options menu. We had an exit game without saving at the bottom, and a few players were hitting that by accident. So, we have shifted some button locations to alleviate this issue.

  • Fixed some issues related to colonist's jobs and how they were displayed.

  • Fixed an issue that could cause colonists who walked from the inside of the base to the outside to trigger your pilgrim to start losing air as if you went outside.

  • Some upgrades in the research HUD are now hidden by default if they were gated by other unlocks. Some players were unlocking recipes for the Advanced Base Constructor before unlocking the Advanced Base Constructor itself. This leads to players having no funding left when they realize their mistake. To avoid this issue, recipes are hidden until you unlock other things. You can also show all gated recipes to see the complete list.

  • We have added a new text message to the research HUD and the research display that tells you the most recent thing you unlocked or upgraded. This should help any players who unlock something and then forget what they just unlocked.

  • Fixed an issue with deconstructing the wireless power room that would prevent it from getting the correct power production/usage numbers when reconstructed.

  • Changed register storage to name storage as it was confusing.

  • We have changed the size of the decorations, such as plants. They were too small, but now they feel appropriate.

  • We fixed an issue where you could place buildings above the mission control room as the dish spins, allowing players to clip the satellite dish into structures.

  • I have added a new precision rotation key (Default CTRL). Many players wanted machines to snap, but the free-form building system I implemented didn't really allow for that. To fix this issue, I have added the ability to get precise and rotate by flat single degrees. This will enable players to line up machines to their base perfectly.

  • We have made a big proofing pass and improved all the texts in the help menu and item descriptions. We recently redid the data pads and mission tips, but now we have done the rest of the texts and improved them significantly. They are now much more straightforward and concise.


There have also been some significant tweaks and changes to the mid-game and late-game, but since players have yet to experience these aspects, I won't bother to list all of these changes.

This patch marks the finalized content for release. The following month focuses on aggressively testing for issues, optimization, and polishing. I still have a list of features and additions that I want to bring to the game, but these will be post-release updates. The amount of success the game finds will affect how much post-launch work we will do with the game, but even if it falls flat, I have at least 6 months to a year's worth of updates planned. Hopefully, it will find an audience, and I will continue to work on the game for many years, but there are no guarantees in game development. Thank you so much for all of your support and help with the game development over the last few years, and I am very excited to get the complete game experience into the hands of players.