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Surviving Ceres News

Surviving Ceres Has Launched

[h2]It Is Launch Time[/h2]

It has taken a few years, but the time has finally come to release Ceres to Steam.

I want to thank all my beta testers, demo players, and, of course, the content creators who have helped showcase the game.

The game would not be as bug-free and smooth without your help. Thank you.

Now that the game is out, we can look toward the future. I have written a road map that you can find in the Steam forums if you want to get an idea of what is planned.

Thank you to everyone for their support. I can't wait to get players in the game and hear their feedback as we continue development.

Last Minuite Additions

Greetings Pilgrims;

This last-minute update contains a few requested features and changes I know many players wanted to see for launch.

Patch Notes

Custom signs and other signs didn't work correctly.

I tweaked the deconstruction to be smaller to avoid deconstructing the wrong buildings closely when they were on top of each other.

I added the ability for players, machines, and storage to remember the sort method. I had to put this in a hack job way to quickly get it in for launch. It works well, but it doesn't save if you exit the game and reload. It will continue to remember anything you select while playing, but it doesn't yet save that out. I will add the saving side shortly, but I wanted to push this live for release.

That is all inside this small patch.

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.