1. Oceaneers
  2. News

Oceaneers News

Dev Diary #13 - Release Approaches, Lots of New Things!

[p]Hey folks, we've been working around the clock as we get closer to release. The release date announcement is just around the corner![/p][p]The demo was updated just over a month ago, and we've already done more than 70 new patches internally. So, we are keen to do another demo update soon. This should happen near end of month.[/p][p]In the meantime, we want to share a few changes and things we have been working on![/p][p][/p][h3]Important: Some of these changes are NOT live in the current demo.[/h3][p][/p][h2]Let's take a deeper look![/h2][p]Just a quick reminder, the best way you can currently support the game is:[/p]
  1. [p]Wishlist it.[/p]
  2. [p]Let your favorite YouTuber/Streamer know about the game.[/p]
[p][/p][h2]Early Access[/h2][p]As you already know, our plan is to launch into Early Access. We're happy to announce:[/p][h3]You will be able to play the full story, start to finish, as soon as we launch![/h3][p]It was important to us that we have an experience that offers a lot of value, right out of the gate.[/p][p]There's a really good amount of content and heaps to do, and we have focused on a high level of polish. Sure there will be the odd bug or two, but we've done heaps of QA testing to make sure the experience is smooth.[/p][p]We will go into more detail on Early Access, and what we want to achieve from the process soon.[/p][p][/p][h2]Attack Animations[/h2][p]New attack animations, and new faces when attacking and working. We've been wanting to improve these for a while and are happy with how it turned out.[/p][p][/p][p]We've made a lot of improvements to combat, plus with healing as part of the automation it's feeling much nicer![/p][p][/p][h2]Tech Changes[/h2][p]There have been a range of changes and additions to the tech tree, including some later game production lines and a new... err... wildlife "deterrent" turret.[/p][p]After more testing and feedback, we have also changed the primary crafting buildings so that they relate to the tool tiers.[/p]
  • [p]Crafting table now includes the Tier 1 stone tools (previously you had to make a toolbench)[/p]
  • [p]Toolbench, renamed to the Workbench, now handles Tier 2 copper tools.[/p]
  • [p]Tier 3 Iron Tools are handled in the Forge, and there are buildings beyond this for various higher tech materials.[/p]
[p][/p][p]We are happy with how these changes feel, and should align more with player expectations based on your typical survival crafting game progression. They also speed up pacing a bit more which is great.[/p][p][/p][h2]Automation & Workpost Assignment[/h2][p]This one is for players that want to get deeper into automation, especially when your colony is nearing 20 survivors and you've got a colony of islands connected with bridges.[/p]
  • [p]Colonists can now be assigned to an island workpost, they will only do work tasks on that island. This allows them to use facilities on different islands before they return to work.[/p]
    • [p]This plays right into our expectations for how players will want to setup islands, with dedicated characters on an island setup for farming, and a different island for production, and cooking etc.[/p]
  • [p]Colonists will use bridges to get to other islands and use facilities (though they will prefer using facilities on their own island first, so you can set things up for efficiency).[/p]
  • [p]Colonists with weapons equipped will automatically fight back, instead of fleeing, when they are attacked. Healing is also now automated and these changes go hand in hand.[/p]
    • [p]We are planning to expand this further and give you control over this behavior per colonist.[/p]
[p][/p][p]We still have things we can tweak and improve, it often comes down to determining what the player expects to happen in most situations and finding edge cases to deal with. Some of the trickier edge cases are raft interactions, it's feeling really good right now but there will be some more tweaks.[/p][p][/p][h3]QoL & Improvements[/h3][p]There have also been a lot of quality of life improvements across the board.[/p]
  • [p]New game option to set the number of rotating autosaves (autosaves per colony).[/p]
  • [p]New search and filter features for the cargo screen.[/p]
  • [p]Improved island hauling details.[/p]
  • [p]Improved UI for island modules (and a range of new modules).[/p]
  • [p]Overhauled Float Regulators, they now change size and have 3 color phases.[/p]
  • [p]New keybinds for the recent marking tools.[/p]
[p][/p][h2]Your Feedback[/h2][p]Many of the improvements are thanks to your feedback, so please keep it coming. If you have any ideas for the types of upgrades you like, or your top QoL requests for the research tree, be sure to let us know![/p][p][/p][h2]What's Next?[/h2][p]We will be announcing our official release date very soon, and are working around the clock to have the game ready in a good state for release into Early Access.[/p][h2][/h2][p]----------------------------------------------------------------------------------------------[/p][p][/p][h2]Translations[/h2][p]Work on translations will take place during Early Access, and the initial EA launch will be in English. As development progresses we plan to add support for community translations.[/p][p][/p][p]This approach allows us to iterate quickly on systems, UI, and story as the game evolves, and has worked well for many Early Access titles (such as Stardew Valley, Subnautica, Oxygen Not Included, RimWorld, and Satisfactory) that also started with English first.[/p][p][/p][p]If you're interested in contributing, please let us know here or on Discord![/p][p][/p][p]----------------------------------------------------------------------------------------------[/p][p][/p][h3]Controller & Steam Deck Support[/h3][p]Some players have already played on the Steam Deck, but we don't have official support just yet. We do plan to have it fully playable on the Steam Deck further into development (and we have our Steam Deck ready to test!)[/p][p][/p][p]Controller support is challenging for this type of game that has this much depth, and we don't want the gameplay to be limited by controller inputs. Our plan is to look into this once we have all of our features in to see what is possible. We have good experience implementing controllers and it is on our mind during development, but we are also aware of the limitations.[/p][p][/p][h3]Found a Bug?[/h3][p]Please report them! Whether it's a typo or something more significant please let us know via the forums or via Discord.[/p][p][/p][h3]If Somethings Needs Better Tutorials[/h3][p]There is a lot of depth in the game and we already have a heap of tutorials shown in the handbook. We do have more tutorials planned so if you find something is not explained well enough or are still confused about anything, be sure to let us know.[/p][p][/p][h3]Come have a chat![/h3][p]Our community is growing, and everyone has been amazing and really friendly. Come chat with the devs and other players in our Discord[/p][p][/p][h2]Leaving Feedback[/h2][p]If you encounter any bugs, or would love to discuss features please do so via the Steam forums or our Discord. It's really helpful to know about the parts of the game you enjoy, as well as anything you don't.[/p][p][/p][p]You can also check discord for a list of known bugs, community suggestions and upcoming plans![/p][p][/p][p] ----------------------------------------------------------------------------------------------


[/p][h3]⚡ Be sure to Wishlist Oceaneers, and stay tuned for the next dev diary and more announcements. ❤️[/h3][p]

[/p][h3]Join Us![/h3][p]Join our discord to discuss the game and share your ideas!
Join discord here


----------------------------------------------------------------------------------------------

Some recent Dev Diaries in case you missed them:
[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

Dev Diary #12 - Research Tree Changes

[p]Hey folks, things are going well with the new demo and we are hard at work preparing for release.[/p][p]We are planning to do another demo update next month to bring across many other improvements and changes (there's quite a few).[/p][p]In the meantime we just wanted to share some recent improvements to the research tree.[/p][p][/p][h3]Important: Some of these changes are NOT live in the current demo.[/h3][p][/p][h2]Let's take a deeper look![/h2][p]Just a quick reminder, the best way you can currently support the game is:[/p]
  1. [p]Wishlist it.[/p]
  2. [p]Let your favorite YouTuber/Streamer know about the game.[/p]
[p][/p][h2]Upgrade Research[/h2][p]If you've already played the new demo you may already have noticed this change.[/p][p]Previously we had upgrades in groups, which functionally worked okay, but it wasn't clear enough to the player. It also added some confusion as to what the tiers of upgrades meant.[/p][p][/p][p]Now upgrades are individual items that you research. Straight forward, and simple. The end result is still similar (you unlock the upgrade which you can construct at a building.[/p][p][/p][h2]Search Feature[/h2][p]Something we have added to an internal build is a search feature. The research tree is pretty big, so being able to search for something is just neat![/p][p][/p][p][/p][h3]Upgrade Types[/h3][p]Upgrades are evolving as we go and we are adding/removing them based on what feels good. So far there are a few typical types of upgrades[/p]
  • [p]Upgrades that unlock recipes at the building.[/p]
  • [p]Upgrades that improve capacity of the building (more processing slots)[/p]
  • [p]Upgrades that improve efficiency of the building.[/p]
  • [p]Upgrades that add features to the building (e.g. a Snow Catcher for the Advanced Rain Collector)[/p]
[p][/p][h3]More Features[/h3][p]There's a few other features we want to experiment with that would also be nice, but they aren't a high priority at the moment and may come in early access.[/p]
  1. [p]Ability to zoom in/out on the research tree.[/p]
  2. [p]Ability to queue up research.[/p]
[p][/p][h2]Your Feedback[/h2][p]Many of the improvements are thanks to your feedback, so please keep it coming. If you have any ideas for the types of upgrades you like, or your top QoL requests for the research tree, be sure to let us know![/p][p][/p][h2]What's Next?[/h2][p]We will be announcing our official release date very soon, and are working around the clock to have the game ready in a good state for release into Early Access.[/p][h2][/h2][p]----------------------------------------------------------------------------------------------[/p][p][/p][h2]Translations[/h2][p]Work on translations will take place during Early Access, and the initial EA launch will be in English. As development progresses we plan to add support for community translations.[/p][p][/p][p]This approach allows us to iterate quickly on systems, UI, and story as the game evolves, and has worked well for many Early Access titles (such as Stardew Valley, Subnautica, Oxygen Not Included, RimWorld, and Satisfactory) that also started with English first.[/p][p][/p][p]If you're interested in contributing, please let us know here or on Discord![/p][p][/p][p]----------------------------------------------------------------------------------------------[/p][p][/p][h3]Controller & Steam Deck Support[/h3][p]Some players have already played on the Steam Deck, but we don't have official support just yet. We do plan to have it fully playable on the Steam Deck further into development (and we have our Steam Deck ready to test!)[/p][p][/p][p]Controller support is challenging for this type of game that has this much depth, and we don't want the gameplay to be limited by controller inputs. Our plan is to look into this once we have all of our features in to see what is possible. We have good experience implementing controllers and it is on our mind during development, but we are also aware of the limitations.[/p][p][/p][h3]Found a Bug?[/h3][p]Please report them! Whether it's a typo or something more significant please let us know via the forums or via Discord.[/p][p][/p][h3]If Somethings Needs Better Tutorials[/h3][p]There is a lot of depth in the game and we already have a heap of tutorials shown in the handbook. We do have more tutorials planned so if you find something is not explained well enough or are still confused about anything, be sure to let us know.[/p][p][/p][h3]Come have a chat![/h3][p]Our community is growing, and everyone has been amazing and really friendly. Come chat with the devs and other players in our Discord[/p][p][/p][h2]Leaving Feedback[/h2][p]If you encounter any bugs, or would love to discuss features please do so via the Steam forums or our Discord. It's really helpful to know about the parts of the game you enjoy, as well as anything you don't.[/p][p][/p][p]You can also check discord for a list of known bugs, community suggestions and upcoming plans![/p][p][/p][p] ----------------------------------------------------------------------------------------------


[/p][h3]⚡ Be sure to Wishlist Oceaneers, and stay tuned for the next dev diary and more announcements. ❤️[/h3][p]

[/p][h3]Join Us![/h3][p]Join our discord to discuss the game and share your ideas!
Join discord here


----------------------------------------------------------------------------------------------

Some recent Dev Diaries in case you missed them:[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

New Demo is Here! Fishing posts, automation, and more!

[h3]In preparation for our nearing release, we have put up a new demo![/h3][p]You can check out heaps of quality improvements, changes to systems, new automation features, fishing rods, and more![/p][p][/p][h2]Let's take a deeper look![/h2][p]Just a quick reminder, the best way you can currently support the game is:[/p]
  1. [p]Wishlist it.[/p]
  2. [p]Let your favorite YouTuber/Streamer know about the game.[/p]
[p][/p][h2]Important[/h2][p]Due to so many underlying changes to systems and data structures, previous demo saves (earlier than version 0.0.6) are not supported by this version.[/p][p][/p][h2]New Stuff & Changes[/h2][p]There's pages of patch notes (over 500 lines), so rather than list them all, we'll just list things with broad strokes. Some of our previous dev logs cover things in more detail. If there is any point you want more information on just let us know![/p]
  • [p]Lots of pacing improvements, not only are things faster (crafting, gathering), the story pacing has improved with the new Scout Glider.[/p]
  • [p]Rafts now navigate around crumbles and we have introduced new mega crumbles.[/p]
  • [p]World difficulty settings are now available when creating a new game (expect more settings in the full game).[/p]
  • [p]New automation features have been added, including job priority, crafting automation, fuel automation and more.[/p]
  • [p]Fishing Traps were removed (they are still in the full game as mid-late game tech), and replaced with Fishing Post and Fishing Rods in the demo.[/p]
  • [p]Study Nook is now available in the demo (as it is required to learn Science Mastery I).[/p]
  • [p]When creating a new raft, you can now customize the flag design. You can also change the design of the flag in the raft dock. More designs are planned.[/p]
  • [p]Changed the research upgrade systems to make it clear and straight forward.[/p]
  • [p]Walk speed increased, and walk speed system overhauled.[/p]
  • [p]Overhauled the skill systems with new mastery levels that require training and give special traits.[/p]
  • [p]Overhauled scouting and expedition times so things are faster.[/p]
  • [p]Overhauled the raft engine system which now takes into account the size of the raft compared to the power of the engines (paddle etc).[/p]
  • [p]Overhauled the death and leaving systems.[/p]
  • [p]Overhauled fuel balance, now that fuel is only used as needed.[/p]
  • [p]Overhauled object weights, cargo weight and added new overweight cargo mechanic.[/p]
  • [p]Heaps of quality of life improvements such as keybinds, right click to unequip items, overhauled expedition UI and so much more.[/p]
  • [p]More tutorials for some requested topics.[/p]
[p][/p][h2]Your Feedback[/h2][p]Many of the improvements are thanks to your feedback, so please keep it coming. We are very open to further improvements to automation and other systems, and will continue to improve them![/p][p][/p][h2]What's Next?[/h2][p]We will be announcing our official release date very soon, and are working around the clock to have the game ready in a good state for release into Early Access.[/p][p][/p][h2][/h2][p]----------------------------------------------------------------------------------------------[/p][p][/p][h2]Translations[/h2][p]Work on translations will take place during Early Access, and the initial EA launch will be in English. As development progresses we plan to add support for community translations.[/p][p][/p][p]This approach allows us to iterate quickly on systems, UI, and story as the game evolves, and has worked well for many Early Access titles (such as Stardew Valley, Subnautica, Oxygen Not Included, RimWorld, and Satisfactory) that also started with English first.[/p][p][/p][p]If you're interested in contributing, please let us know here or on Discord![/p][p][/p][p]----------------------------------------------------------------------------------------------[/p][p][/p][h3]Controller & Steam Deck Support[/h3][p]Some players have already played on the Steam Deck, but we don't have official support just yet. We do plan to have it fully playable on the Steam Deck further into development (and we have our Steam Deck ready to test!)[/p][p][/p][p]Controller support is challenging for this type of game that has this much depth, and we don't want the gameplay to be limited by controller inputs. Our plan is to look into this once we have all of our features in to see what is possible. We have good experience implementing controllers and it is on our mind during development, but we are also aware of the limitations.[/p][p][/p][h3]Found a Bug?[/h3][p]Please report them! Whether it's a typo or something more significant please let us know via the forums or via Discord.[/p][p][/p][h3]Help & Guides[/h3][p]This genre of game naturally comes with a lot of freedom, and this includes freedom to make mistakes (e.g. not building water production for your colony). Figuring things out is a big part of the fun for these types of games![/p][p]Having said that, if you struggle to survive you can follow the progression guide shown on the side of the screen and there is a bunch of tutorials in the handbook.[/p][p][/p][h3]If Somethings Needs Better Tutorials[/h3][p]There is a lot of depth in the game and we already have a heap of tutorials shown in the handbook. We do have more tutorials planned so if you find something is not explained well enough or are still confused about anything, be sure to let us know.[/p][p][/p][h3]Come have a chat![/h3][p]Our community is growing, and everyone has been amazing and really friendly. Come chat with the devs and other players in our Discord[/p][p][/p][h2]Leaving Feedback[/h2][p]If you encounter any bugs, or would love to discuss features please do so via the Steam forums or our Discord. It's really helpful to know about the parts of the game you enjoy, as well as anything you don't.[/p][p][/p][p]You can also check discord for a list of known bugs, community suggestions and upcoming plans![/p][p][/p][p]
----------------------------------------------------------------------------------------------


[/p][h3]⚡ Be sure to Wishlist Oceaneers, and stay tuned for the next dev diary and more announcements. ❤️[/h3][p]

[/p][h3]Join Us![/h3][p]Join our discord to discuss the game and share your ideas!
Join discord here


----------------------------------------------------------------------------------------------

Some recent Dev Diaries in case you missed them:
[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

Dev Diary #11 - Automation Features Are Here. New Demo Soon!

[p]Hey folks, the updated demo is almost here (we're hoping to make it live within the week). Here are some changes we have made regarding automation, and some of our plans for more automation in the future.[/p][p][/p][h3]Important: These changes are NOT live in the current demo (but will be in the upcoming demo).[/h3][p][/p][h2]Let's take a deeper look![/h2][p]Just a quick reminder, the best way you can currently support the game is:[/p]
  1. [p]Wishlist it.[/p]
  2. [p]Let your favorite YouTuber/Streamer know about the game.[/p]
[p][/p][h2]Direct Control[/h2][p]We want to emphasize that direct control of characters is incredibly important to us for this game - just click a character and give them a command. It's pretty rare in colony sim games, but it lets you get more attached to your characters.[/p][p]It also adds more of a "survival crafting" game feel, allowing the game to appeal to players that don't typical get into colony sims.[/p][p]All of the automation features we have added work with this in mind, and are completely optional. [/p][p]But... this doesn't mean they are an afterthought. We've spent time implementing automation features familiar to colony sim players, and we will continue to improve on them (so keep the feedback coming!).[/p][p][/p][h2]Automation[/h2][h3]Challenges[/h3][p]Oceaneers has some unique features that add some extra challenges when adding automation, these features aren't frequently seen in sim games:[/p]
  • [p]Being able to directly control characters.[/p]
  • [p]Being able to send an expedition and fully control (and build stuff) in the expedition zone.[/p]
  • [p]Being surrounded by more water than land.[/p]
  • [p]Being able to have multiple rafts that you can move around with multiple drivers and crew.[/p]
  • [p]Islands that sink.[/p]
  • [p]Objectives and story features.[/p]
[h3]Goals[/h3][p]We established goals based on what we wanted the automated experience to feel like, and the actions players will be doing during the game.[/p]
  1. [p]Keeping direct character control is a must, its unique and players love being able to just click a character and give them a command. It also makes you more invested in characters.[/p]
  2. [p]We want your home colony island(s) to be, optionally, fully-automated.[/p]
  3. [p]We want rafting around with a crew to be, optionally, semi-automated.[/p]
  4. [p]We want automation to be optional, if you want to manually do everything and directly control all of your characters, go for it![/p]
[p]Looking at late game, we envisage players having several islands connected by bridges, with each island setup for specific tasks. E.g. a farming island, production island, butchering & fishing island. Islands will support this by the different island biomes, and specific modules they can get.[/p][p][/p][p][/p][h3]Automation In The Current (old) Version[/h3][p]If you've played the demo already, then you may have used the existing automation features, which don't fully reach our goals.[/p]
  • [p]The Island Workpost allows you automate tasks on the island (harvesting, crafting etc)[/p]
  • [p]The raft has a special Work in Area feature which is semi-automatic, the crew gets off, harvests things n the ocean the gets back on (and you can queue this up). [/p]
[p]You can't fully automate production lines though... Well, in the new version, you can![/p][p][/p][h2]New Automation Features[/h2][p]To take things to the next level we have added more automation layers.[/p][p][/p][p]Improved Character Jobs[/p][p]Characters can now set job priorities. When they are idle, they will check within their workpost area for jobs in the order of priority.[/p][p][/p][p][/p][p]New Marked Targets[/p][p]Previously characters would just harvest everything in range of the workpost, now you mark things you want to harvest or pickup. And, you can now also mark wildlife for combat as a sort of call-to-arms.[/p][p][/p][p][/p][p]New Fuel Automation[/p][p]You can now choose which fuel to automate, and set reserve limits. Campfires also turn on/off automatically (and can be manually forced on if you just want light/heat).[/p][p][/p][p][/p][p]New Crafting Automation[/p][p]This is was needed to establish fully-automated islands. You can now set items to auto-queue at each crafting station. It allows you to set limits and priority as well.[/p][p][/p][p][/p][p]New Reserve Resources[/p][p]In order to have full control over crafting automation we needed to add the ability to reserve resources, which you can now do per-zone (home colony, each expedition zone). If you reserve 10 beachwood, then the automated crafting wont use it.[/p][p][/p][p][/p][p]Fishing Post Bait Automation[/p][p]The fishing post can automatically use bait, or you can manually allocate it.[/p][p][/p][p][/p][p]Putting all of this together allows you to set fully automated production chains (e.g. farm reeds > craft bait > catch fish > butcher fish > make food).[/p][p][/p][h2]This is experimental[/h2][p]This is all available in the upcoming demo which will be live later this week or so. If you encounter any bugs please let us know, and be aware that this is experimental and very subject to change, so your feedback is super important here. If we need to overhaul these systems to make it feel better, we will.[/p][p][/p][h2]More is planned[/h2][p]We also plan to add two other automation features.[/p]
  1. [p]Character food restrictions (to control what they automatically eat)[/p]
  2. [p]Behavior toggles for combat. Characters now flee if getting attacked, before returning to their task, but we want to add some options so you can decide on this behavior.[/p]
[p][/p][h2]Demo Update Soon![/h2][p]Thanks for your patience while waiting for the demo update. We wanted to make sure we had a good set of automation features for players to try before we put it live. [/p][p]There are HEAPS of QoL changes, and pacing improvements as well which we are happy with, so getting your feedback on that would be amazing.[/p][p][/p][p]Anyhow stay tuned, we will post when the demo is released. If anyone made it this far, thanks for reading![/p][p][/p][p]----------------------------------------------------------------------------------------------[/p][h2][/h2][h2]And More...[/h2][p]Here's a few other things we are experimenting with, we should have more detail to share on these soon:[/p]
  1. [p]Changes to how upgrades work in the research tree[/p]
  2. [p]Changes to combat & related equipment[/p]
  3. [p]Changes to the temperature system and how heat sources work[/p]
  4. [p]Lots of QoL improvements[/p]
  5. [p]UI Improvements[/p]
[p][/p][h2]Translations[/h2][p]On the translation front, we are still deciding the best way to handle localization. A lot of big titles went into Early Access as English Only and later added support for community translations (Raft, Subnautica, Oxygen Not Included, RimWorld, Satisfactory), so we may follow suit. With so much depth to the game there are a lot of objects and a lot of text, and we want the flexibility to make quick changes throughout the Early Access period.[/p][p][/p][p]----------------------------------------------------------------------------------------------[/p][p][/p][p]You can show us if you are interested in a language by:[/p]
  1. [p]Wishlisting the game (we see wishlists per region)[/p]
  2. [p]Let us know via forums/discord.[/p]
[p]The number of wishlists and interest shown for each region heavily influences the languages we will localize into, and we will be considering whether community translations are a good fit for the game.[/p][p][/p][h3]Controller & Steam Deck Support[/h3][p]Some players have already played on the Steam Deck, but we don't have official support just yet. We do plan to have it fully playable on the Steam Deck further into development (and we have our Steam Deck ready to test!)[/p][p][/p][p]Controller support is challenging for this type of game that has this much depth, and we don't want the gameplay to be limited by controller inputs. Our plan is to look into this once we have all of our features in to see what is possible. We have good experience implementing controllers and it is on our mind during development, but we are also aware of the limitations.[/p][p][/p][h3]Found a Bug?[/h3][p]Please report them! Whether it's a typo or something more significant please let us know via the forums or via Discord.[/p][p][/p][h3]Help & Guides[/h3][p]This genre of game naturally comes with a lot of freedom, and this includes freedom to make mistakes (e.g. not building water production for your colony). Figuring things out is a big part of the fun for these types of games![/p][p]Having said that, if you struggle to survive you can follow the progression guide shown on the side of the screen and there is a bunch of tutorials in the handbook.[/p][p][/p][h3]If Somethings Needs Better Tutorials[/h3][p]There is a lot of depth in the game and we already have a heap of tutorials shown in the handbook. We do have more tutorials planned so if you find something is not explained well enough or are still confused about anything, be sure to let us know.[/p][p][/p][h3]"What game is it like"[/h3][p]We like to ask players what game it reminds them of, and, "oh buoy", we have seen just about every game under the sun mentioned by now! [/p][p]It's been really interesting to see what type of games players have brought up - obviously this depends a lot on which games payers have played in the past. In no particular order:[/p]
  • [p]Don't Starve and Paper Mario (in relation to the art style).[/p]
  • [p]Oxygen Not Included, Rimworld, The Survivalist, Cult of the Lamb.[/p]
  • [p]Raft (and open world survival crafting games in general).[/p]
  • [p]The Flame in The Flood, Flotsam, Frostpunk & Sheltered.[/p]
  • [p]A hint of Fallout/Fallout Shelter.[/p]
  • [p]Monkey Island, The Sims, Craft the World, Clanfolk.[/p]
[p]We knew there would be comparisons to similar looking games (like Don't Starve and Oxygen Not Included), so we were extremely pleased to see players add comments to this comparison that Oceaneers is still very different and innovative, it's very much doing its own thing.[/p][p][/p][h3]What's Next!?[/h3][p]We are hard at work on the full game! Recently we have been improving crop farming, fishing rods and smelting metals - then tying all of the survival progression into the story/objective progression.[/p][p][/p][h3]Come have a chat![/h3][p]Our community is growing, and everyone has been amazing and really friendly. Come chat with the devs and other players in our Discord[/p][p][/p][h2]Leaving Feedback[/h2][p]If you encounter any bugs, or would love to discuss features please do so via the Steam forums or our Discord. It's really helpful to know about the parts of the game you enjoy, as well as anything you don't.[/p][p][/p][p]You can also check discord for a list of known bugs, community suggestions and upcoming plans![/p][p][/p][p]
----------------------------------------------------------------------------------------------


[/p][h3]⚡ Be sure to Wishlist Oceaneers, and stay tuned for the next dev diary and more announcements. ❤️[/h3][p]

[/p][h3]Join Us![/h3][p]Join our discord to discuss the game and share your ideas!
Join discord here


----------------------------------------------------------------------------------------------

Some recent Dev Diaries in case you missed them:
[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

Dev Diary #10 - Fish Trap Changes, New Demo Almost Here!

[p]Hey folks, the updated demo is going through final testing and is just around the corner. For now, here are some changes we are making regarding Fish Traps.[/p][p][/p][h3]Important: These changes are NOT live in the current demo (yet).[/h3][p][/p][h2]Let's dive in![/h2][p](Someone please save us from the puns!)[/p][p]Just a quick reminder, the best way you can currently support the game is:[/p]
  1. [p]Wishlist it.[/p]
  2. [p]Let your favorite YouTuber/Streamer know about the game.[/p]
[p][/p][h2]Fish Traps & The Fishing Post![/h2][p]Fish Traps started as an early-game building, largely because we didn't have fishing rods.[/p][p]Now that we have fishing rods, this will be flipped around - Fish Traps will be disabled in the demo and instead the Fishing Post will be enabled (for rod fishing).[/p][p][/p][p][/p][p]Fish Trap Changes[/p][p]We didn't like that you had to move Fish Traps around to get the most out of them, So we have designed them to be a more expensive and more permanent thing that you can invest in for long term fish farming. [/p][p]A big part of this is a new feature that lets you "chum" the waters near the fish trap to attract a fish circle. There are multiple tiers of chum to attract rarer fish circles, and multiple tiers of fish traps.[/p][p]We also increased the range that they can use fishing circles (and they can now pull fish from multiple fishing circles), but we have also added a penalty when a fish trap is placed close to other fish traps.[/p][p]Fish Traps are a long term investment, mostly passive, but can only catch small and medium fish.[/p][p][/p][p]Fishing Post (with rods)[/p][p]The Fishing Post is an early game building, thought it remains useful throughout the game. There are multiple tiers of rods and bait, and it's tied to the fishing skill.[/p][p]Fishing Posts are cheaper, not passive, very skill dependent, and can catch large fish.[/p][p]Once the demo is updated you will get to try it out.[/p][p][/p][p][/p][p]Balancing[/p][p]There will no doubt be more balance required around these two systems, and the fish themselves, so be sure to give any feedback you have regarding this.[/p][p][/p][p][/p][h2]Demo Update Soon![/h2][p]We have a demo update coming very soon, stay tuned! Heaps of QoL, balance changes, faster pacing, and a whole bunch of new automation features![/p][p][/p][p]All of the above changes will be put through the paces as we will continue to make further improvements. Would love to hear what you think![/p][p][/p][p]----------------------------------------------------------------------------------------------[/p][h2][/h2][h2]And More...[/h2][p]Here's a few other things we are experimenting with, we should have more detail to share on these soon:[/p]
  1. [p]New automation features![/p]
  2. [p]Changes to how upgrades work in the research tree[/p]
  3. [p]Changes to combat & related equipment[/p]
  4. [p]Changes to the temperature system and how heat sources work[/p]
  5. [p]Lots of QoL improvements[/p]
  6. [p]UI Improvements[/p]
[p][/p][h2]Translations[/h2][p]On the translation front, we are still deciding the best way to handle localization. A lot of big titles went into Early Access as English Only and later added support for community translations (Raft, Subnautica, Oxygen Not Included, RimWorld, Satisfactory), so we may follow suit. With so much depth to the game there are a lot of objects and a lot of text, and we want the flexibility to make quick changes throughout the Early Access period.[/p][p][/p][p]----------------------------------------------------------------------------------------------[/p][p][/p][p]You can show us if you are interested in a language by:[/p]
  1. [p]Wishlisting the game (we see wishlists per region)[/p]
  2. [p]Let us know via forums/discord.[/p]
[p]The number of wishlists and interest shown for each region heavily influences the languages we will localize into, and we will be considering whether community translations are a good fit for the game.[/p][p][/p][h3]Controller & Steam Deck Support[/h3][p]Some players have already played on the Steam Deck, but we don't have official support just yet. We do plan to have it fully playable on the Steam Deck further into development (and we have our Steam Deck ready to test!)[/p][p][/p][p]Controller support is challenging for this type of game that has this much depth, and we don't want the gameplay to be limited by controller inputs. Our plan is to look into this once we have all of our features in to see what is possible. We have good experience implementing controllers and it is on our mind during development, but we are also aware of the limitations.[/p][p][/p][h3]Found a Bug?[/h3][p]Please report them! Whether it's a typo or something more significant please let us know via the forums or via Discord.[/p][p][/p][h3]Help & Guides[/h3][p]This genre of game naturally comes with a lot of freedom, and this includes freedom to make mistakes (e.g. not building water production for your colony). Figuring things out is a big part of the fun for these types of games![/p][p]Having said that, if you struggle to survive you can follow the progression guide shown on the side of the screen and there is a bunch of tutorials in the handbook.[/p][p][/p][h3]If Somethings Needs Better Tutorials[/h3][p]There is a lot of depth in the game and we already have a heap of tutorials shown in the handbook. We do have more tutorials planned so if you find something is not explained well enough or are still confused about anything, be sure to let us know.[/p][p][/p][h3]"What game is it like"[/h3][p]We like to ask players what game it reminds them of, and, "oh buoy", we have seen just about every game under the sun mentioned by now! [/p][p]It's been really interesting to see what type of games players have brought up - obviously this depends a lot on which games payers have played in the past. In no particular order:[/p]
  • [p]Don't Starve and Paper Mario (in relation to the art style).[/p]
  • [p]Oxygen Not Included, Rimworld, The Survivalist, Cult of the Lamb.[/p]
  • [p]Raft (and open world survival crafting games in general).[/p]
  • [p]The Flame in The Flood, Flotsam, Frostpunk & Sheltered.[/p]
  • [p]A hint of Fallout/Fallout Shelter.[/p]
  • [p]Monkey Island, The Sims, Craft the World, Clanfolk.[/p]
[p]We knew there would be comparisons to similar looking games (like Don't Starve and Oxygen Not Included), so we were extremely pleased to see players add comments to this comparison that Oceaneers is still very different and innovative, it's very much doing its own thing.[/p][p][/p][h3]What's Next!?[/h3][p]We are hard at work on the full game! Recently we have been improving crop farming, fishing rods and smelting metals - then tying all of the survival progression into the story/objective progression.[/p][p][/p][h3]Come have a chat![/h3][p]Our community is growing, and everyone has been amazing and really friendly. Come chat with the devs and other players in our Discord[/p][p][/p][h2]Leaving Feedback[/h2][p]If you encounter any bugs, or would love to discuss features please do so via the Steam forums or our Discord. It's really helpful to know about the parts of the game you enjoy, as well as anything you don't.[/p][p][/p][p]You can also check discord for a list of known bugs, community suggestions and upcoming plans![/p][p][/p][p]
----------------------------------------------------------------------------------------------


[/p][h3]⚡ Be sure to Wishlist Oceaneers, and stay tuned for the next dev diary and more announcements. ❤️[/h3][p]

[/p][h3]Join Us![/h3][p]Join our discord to discuss the game and share your ideas!
Join discord here


----------------------------------------------------------------------------------------------

Some recent Dev Diaries in case you missed them:
[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]